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Skill System Revamp

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    nebfabnebfab Member Posts: 672 Arc User
    paspinall wrote: »
    nebfab wrote: »
    storules wrote: »
    Oh NO. The design looks so horrible. Is there time to update/change or give to community for some input or too late? I know there's lots of work behind it but the icons are just awful and boring....

    Speaking of which, multi-tab layout would also make it more difficult to compare available choices at a glance.... Now you can click on a skill, read what it does, click on another... With this one it would be... "Err, what this thing I saw two tabs ago did again?"

    what multitab... that's the entire thing, the sci stuff is under the sci banner, the tac under the tac...


    Yea, sorry, my bad.
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    lan451lan451 Member Posts: 3,386 Arc User
    Ohhhhhhhhhh man. As a fan of cannons and sci space magic, I'm just sitting here smiling at these changes.

    img
    JWZrsUV.jpg
    Mine Trap Supporter
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    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited February 2016
    cbrjwrr wrote: »
    Currently -
    spendable : max possible
    space = 300,000 : 630,000, ratio = 0.47619...
    ground = 100,000 : 180,000 ratio = 0.55555...

    New -
    spendable : max possible
    space = 46 : 90 ratio = 0.51111....
    ground = 10 : 20 ratio = 0.5

    As I don't have the information available, beyond being able to draw out that a 3 node skill has gained the equivalent of an extra point at the part where a extra point would be most beneficial.
    Yeah, personally spec into ground rather heavily, I think some of my chars are at max. Not sure I like the idea of only being able to have half the ground skills.
    qjunior wrote: »
    jslyn wrote: »
    Wait. This seems a lot like the ORIGINAL Skill Tree just aligned vertically rather than horizontally. It might not be that way in practice, but it does give me that impression.
    Nah, even the original skill tree had 0-9 in each skill. Also, it had stupid things like separate skills for the various energy weapon types...
    Not to mention ship types, lol. Can you imagine the gigantic chaos if they would still do that ? :D
    Well there is now a skill for boosting carrier pets sooo.... :p
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    vengefuldjinnvengefuldjinn Member Posts: 1,520 Arc User
    edited February 2016
    Okay, so currently I'm skilled pretty effectively in particle gens, gravitons, flow caps, and with some shuffling of equipment via layouts, I can bring different skills and abilities and still be very effective.

    What I wanna know now is: Is this revamp gonna take away some of my current effectiveness, in one or more of my skills only to make me grind myself back again in them (perhaps maybe with a slight boost to sweeten the deal for motivational purposes)?
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








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    nebfabnebfab Member Posts: 672 Arc User
    edited February 2016
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.
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    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.

    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
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    sammiefightersammiefighter Member Posts: 51 Arc User
    edited February 2016
    risian4 wrote: »
    Also, under the current system you can choose to partly fill some skills. It looks like the new system will have you either buy or not buy something. Meaning less flexibility. All in all, this doesn't seem to benefit those of us who specifically created new toons to try different builds and have specialised characters. To be honest, I think the current skills system is fine. I don't think the new system will actually be an improvement :/

    I was also hoping the 3 blocks in the new gui would be similar to the green/yellow/red system [or each block has a 1,2,3 level] (I'm guessing a minority of the few players takes 1 pip)

    So: Blocks = Pips/Levels or Blocks = something else and what
    Also i think it was asked, if Blocks = Pips/Levels diminishing returns (50/80/99% effective) or Even (33/66/99% effective)

    Any requirement of certain number of blocks used captain tier? [guessing yes], is the number of leftover blocks significant (25%, 33%, 50% "free" choice)

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    twg042370twg042370 Member Posts: 2,312 Arc User
    We're proud to announce our new Skill System Revamp! We have set out to create a more streamlined experience that makes gaining levels and skills more enjoyable and impactful.

    Called it. Suggested it. Got it.

    Where is my hero cookie?

    <3
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    nebfabnebfab Member Posts: 672 Arc User
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.

    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    http://sto.gamepedia.com/Category:Cruiser_Commands
    http://sto.gamepedia.com/Ability:_Attract_Fire

    TL;DR: You click it and you look scarier to the mobs, you click it again, and you're no longer so scary. :)
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    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    nebfab wrote: »
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.

    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    http://sto.gamepedia.com/Category:Cruiser_Commands
    http://sto.gamepedia.com/Ability:_Attract_Fire

    TL;DR: You click it and you look scarier to the mobs, you click it again, and you're no longer so scary. :)

    :open_mouth: Oh that one. I never used it. Attracting fire is only useful when you're the decoy for your friends, which I refuse to do.
    :D
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
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    keladorkelador Member Posts: 318 Arc User
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.

    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    http://sto.gamepedia.com/Category:Cruiser_Commands
    http://sto.gamepedia.com/Ability:_Attract_Fire

    TL;DR: You click it and you look scarier to the mobs, you click it again, and you're no longer so scary. :)

    :open_mouth: Oh that one. I never used it. Attracting fire is only useful when you're the decoy for your friends, which I refuse to do.
    :D

    Wow some friend you are! :p

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    nebfabnebfab Member Posts: 672 Arc User
    Actually, there are reasons even for a non-tank to want to be fired at (Reciprocity and some other stuff...) But that's a deep off-topic here.
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    lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    kelador wrote: »
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?


    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.

    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    http://sto.gamepedia.com/Category:Cruiser_Commands
    http://sto.gamepedia.com/Ability:_Attract_Fire

    TL;DR: You click it and you look scarier to the mobs, you click it again, and you're no longer so scary. :)

    :open_mouth: Oh that one. I never used it. Attracting fire is only useful when you're the decoy for your friends, which I refuse to do.
    :D

    Wow some friend you are! :p

    Well, I prefer to do sci things with my tacs and engies. Being a designated target and healing friends isn't in my engies wheelhouse.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
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    shevetshevet Member Posts: 1,667 Arc User
    Hmm. Since all my toons are maxed-out for ground, I hope they're still going to be equally effective once the dust settles. I shall be mildly cross if they're not.

    Never really saw the point of "Threat Control", mind. If I actually want an enemy's full attention (and there are legitimate reasons why I might), shooting at them with a stonking huge ray gun generally seems to do the trick.
    8b6YIel.png?1
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    ogremindesogremindes Member Posts: 39 Arc User
    Most of this sounds good. It sounds like the only place any real choices are lost are in ground, and that may be a good thing.

    I don't like the idea of rolling control and control resistance into the same skill (likewise drain), just because on a non-sci setup it would feel like spending extra on aspects I have no intention of using just because I need to shore up defenses. And doing a sci build would feel a bit less special if everyone else is running those same skills.

    It seems like it would be a good idea for the more mundane Traits to be scrapped and rolled into skills/unlocks.

    To my mind one of the big failing of the current system is requiring a respec token to change anything. Just allowing small changes to be made with EC would help quite a lot with mitigating its complexity and inscrutablity. Would that be addressed in these changes?
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    farshorefarshore Member Posts: 353 Arc User
    edited February 2016
    I'm a very anal min/maxer. I make captains with very specific skill builds dedicated to specific ships with specific gear. How thoroughly is this going to mess me up?

    On a scale between 1 and 100, how big a monkey wrench are you throwing at me? 1 being something a Lego person would use, and 100 being the jaws of life.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    nebfab wrote: »
    lordmalak1 wrote: »
    nebfab wrote: »
    lordmalak1 wrote: »
    ... and what if I don't want 'threat control' as defined under the current system, am I now trapped into giving up some of the other skills that are being rolled into the new skill ?
    That one was answered. Instead of just increasing threat, It's a clicky like the one cruisers have now: it can either increase or decrease threat.
    I'm completely unfamiliar with that clickey. I've never invested any skill into threat control, ever, on any of my toons. I don't do cruisers.
    http://sto.gamepedia.com/Category:Cruiser_Commands
    http://sto.gamepedia.com/Ability:_Attract_Fire

    TL;DR: You click it and you look scarier to the mobs, you click it again, and you're no longer so scary. :)
    Yeah, but DPS makes a much bigger difference in threat.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited February 2016

    Items, Traits, Set Bonuses, etc... are all being updated to reflect the new Skills. It may not be a 1:1 translation in all cases, but you won't get 'nothing' out of an item that is currently giving you 'something.'
    .

    Possible some buffs to underused ? Does this mean items like fleet engineering consoles with structural integrity bonus will be changed to just say how much a base % hp + it will be ?

    I also assume skill buffs from doffs and abilities wording will change.
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    [Deleted User][Deleted User] Posts: 0 Arc User
    @borticuscryptic I also have another question regarding flow caps. currently I have maxed them out on my tactical toon as they benefit the way i like to play and compliment certain abilities. How will these new changes effect my ability to access that effect? Will I as a tactical captain still retain access or similar access to the skill like I have now?
    I am wondering the same thing. My guess is that FAW/Leech boats with tactical officers are going bye bye. Which sucks for all the folks that sank ALOT of resources into building them.

    Would really love an answer to this, too.
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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    I don't like this at all, and I'm pretty certain i WILL loose a lot on this revamp, especially as someone who flies a science ship.
    It might make things simpler, but this new system will seriously harm our ability to "fine-tune" and specialize. I just don't see how consolidation with limited choice can be any other way.

    Also, please drop the need for respec tokens. You already did it for the Trait system. In addition you could also do it like you did with loadouts, have a basic 1-2 Spec slots which you can play around freely with to your hearts content, and then pay for more slots if you want or need.
    Because the current respec system is very very bad and does not encourage people to leave their comfort zone once they found it, as it is simply too expensive.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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    nebfabnebfab Member Posts: 672 Arc User

    Also, please drop the need for respec tokens. You already did it for the Trait system. In addition you could also do it like you did with loadouts, have a basic 1-2 Spec slots which you can play around freely with to your hearts content, and then pay for more slots if you want or need.
    Because the current respec system is very very bad and does not encourage people to leave their comfort zone once they found it, as it is simply too expensive.

    I second this one, but doubt it would ever happen...
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    nebfab wrote: »
    I think what was meant wasn't boff abilities as such, but training manual crafting. It is currently tied into the skill system, and it's not quite obvious how it will translate.

    Ah, ok. It's mentioned briefly in the Dev Blog that unlocking new Training Manuals will be done via the Unlock Paths.

    There will be some minor alterations as to which Training Manuals you can earn access to, but any that have been lost during this revamp (I think it's like 1-2, max) will be moved to the Training Manual Vendor at major social hubs.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    dumas13dumas13 Member Posts: 281 Arc User
    Cautiously optimistic about this. The current system is arcane and difficult to get your head around if you haven't already built a couple toons or have Zone chat talking you through it. A system where no one ever puts points into certain skills (does anyone take Batteries or Threat Control?). I hope this leads to some more flexibility in what builds are considered viable, as well as giving players more ways to set their toons apart.
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2016
    sov42 wrote: »
    Would really love an answer to this, too.

    I haven't answered because it opens a can of worms as to "can I do this + this in the new system?" questions, which are potentially darn-near-infinite. I'm going to let the system speak for itself in this regard, once you have access to it on Tribble.

    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    cbrjwrr wrote: »
    Currently -
    spendable : max possible
    space = 300,000 : 630,000, ratio = 0.47619...
    ground = 100,000 : 180,000 ratio = 0.55555...

    New -
    spendable : max possible
    space = 46 : 90 ratio = 0.51111....
    ground = 10 : 20 ratio = 0.5

    As I don't have the information available, beyond being able to draw out that a 3 node skill has gained the equivalent of an extra point at the part where a extra point would be most beneficial.

    Yeah, personally spec into ground rather heavily, I think some of my chars are at max. Not sure I like the idea of only being able to have half the ground skills.

    That's not true; you will have under the new system equivalent to 90% of the old skill rate if you specced fully into ground. It is a loss, but it is not going to be half the potential available.

    And it may well be revised, the system isn't even on Tribble yet... In fact, it probably will be, it represents a huge buff to people who specced into space as the maximum because they gain 24,000 points in Ground and 22,000 in space.
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    keletteskelettes Member Posts: 488 Arc User
    I'd like to know a bit more about Coordination Protocols :smile:

    Is this strictly for hangar pets, or will this also grant bonuses to pets that we can "summon"? I'm thinking separated saucers and the Aquarius (and its kdf counterpart) mostly.
    "Ad astra audacter eamus in alis fidelium."
    -
    "To boldly go to the stars on the wings of the faithful."
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    [Deleted User][Deleted User] Posts: 0 Arc User
    Honestly, I don't see the need for the change. The doff system needed a revamp more than the skills system, imo.
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    kelettes wrote: »
    I'd like to know a bit more about Coordination Protocols :smile:

    Is this strictly for hangar pets, or will this also grant bonuses to pets that we can "summon"? I'm thinking separated saucers and the Aquarius (and its kdf counterpart) mostly.

    Just hangar pets.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    nyx219nyx219 Member Posts: 207 Arc User
    At first glance, this actually looks pretty awesome. The closest thing to it I'm familiar with is Skyrim's skill trees, so the new clarity & streamlining being implemented makes the STO skill tree much more appealing than it's current incarnation (except there's no loophole for perma-leveling to get all the specs, which is fine -- different strokes for different games)

    Am I also correct in assuming this will potentially slim down the massive DPS gap a bit? I know DPSers will scream bloody murder if yes, but it would have a big silver lining in breathing a little life back into the PVP end of the game.
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