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Official Feedback Thread for the Skill System Revamp

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  • cidstormcidstorm Member Posts: 1,220 Arc User
    Why on earth would you want to bundle basic skills? These things are the fundamentals that shape builds, now they will be shaped. Goodbye subsystems offline resist. I wasn't PVPing anymore anyways.
  • hungryandorianhungryandorian Member Posts: 23 Arc User
    [snip]

    The first two ranks of this have upgrade centered around Hangars. One problem. No one below Lv 40 will have a hangar. And even then, only Klingons & Romulans. While I'm all for giving those guys love, this doesn't help ~90% of players w/out hangars unless they're going for a Stealthy ship (ala Bird of Prey) or a Threat Control Tank.

    Here's how I would redesign it.

    Energy Crit Chance -> Projectile Crit Chance => Threat Control => Starship Stealth
    OR
    Energy Crit Dmg => Projectile Crit Damage => Pet Health => Hangar Weaponry

    Everyone can use Crit increases, but not everyone will use threat control, ship stealth, or pet based buffs. This makes the tree more effective for all players. I will continue to analyze the others will additional feedback.

    Very good point.

    I agree with this change completely. It helps to feed the natural progression. Nobody wants an unlock that is useless to them at a low level. Well thought out. Please consider this change Bort!
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  • hajmyishajmyis Member Posts: 405 Arc User
    mhall85 wrote: »
    So, I have spent 25 points in the Tactical tree... but I need to spend 26 points to unlock the Ultimate Skill.

    This does not jive with the blog post or patch notes, which says "25 points or more..."

    it is 25....the small circles by the bigger towards the end of tree is the start of the Ultimate skill...the last three circles improve the skill
    "Frankly, not sure why you're on a one man nerf campaign. "
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    [snip]

    The first two ranks of this have upgrade centered around Hangars. One problem. No one below Lv 40 will have a hangar. And even then, only Klingons & Romulans. While I'm all for giving those guys love, this doesn't help ~90% of players w/out hangars unless they're going for a Stealthy ship (ala Bird of Prey) or a Threat Control Tank.

    Here's how I would redesign it.

    Energy Crit Chance -> Projectile Crit Chance => Threat Control => Starship Stealth
    OR
    Energy Crit Dmg => Projectile Crit Damage => Pet Health => Hangar Weaponry

    Everyone can use Crit increases, but not everyone will use threat control, ship stealth, or pet based buffs. This makes the tree more effective for all players. I will continue to analyze the others will additional feedback.

    Very good point.

    I agree with this change completely. It helps to feed the natural progression. Nobody wants an unlock that is useless to them at a low level. Well thought out. Please consider this change Bort!

    Personally, I'd move the stealth and pet stuff into the skill trees, and move something more universally helpful into the tactical unlocks
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  • icegavelicegavel Member Posts: 991 Arc User
    jslyn wrote: »
    icegavel wrote: »
    So... am I reading it right that there IS no natural health regen in combat anymore? 'Caaaause.... that's kinda dumb. Revert this maybe?


    Maybe it is a Species-Only Ability now. Because Humans should not spontaneous regenerate. Something like a Klingon with their redundant organs could, though.

    Humans shouldn't spontaneously regenerate? Jslyn... you do remember that this is a video game, right? Humans spontaneously regrow LIMBS constantly. XD And yes, that includes in here. Otherwise stepping on a chroniton mine would be a massive game over.

    Health regen is a core aspect of a lot of video games, including this one. A lot of items in this game are valuable because they grant said regen. Making in zero in combat is not only silly, it fundamentally alters or destroys some ground builds. Not MINE, I use Nanite Health Monitor to stay alive, but quite a few. Mabe... make it so that it's zero if you have no points in Regeneration Skill, and then... 25% in combat with rank 1 and 50% with rank 2? 100% health regen in combat would be absurd too, after all. But not as silly as 0.
  • jcswwjcsww Member Posts: 6,825 Arc User
    [snip]

    The first two ranks of this have upgrade centered around Hangars. One problem. No one below Lv 40 will have a hangar. And even then, only Klingons & Romulans. While I'm all for giving those guys love, this doesn't help ~90% of players w/out hangars unless they're going for a Stealthy ship (ala Bird of Prey) or a Threat Control Tank.

    Here's how I would redesign it.

    Energy Crit Chance -> Projectile Crit Chance => Threat Control => Starship Stealth
    OR
    Energy Crit Dmg => Projectile Crit Damage => Pet Health => Hangar Weaponry

    Everyone can use Crit increases, but not everyone will use threat control, ship stealth, or pet based buffs. This makes the tree more effective for all players. I will continue to analyze the others will additional feedback.

    Very good point.

    I agree with this change completely. It helps to feed the natural progression. Nobody wants an unlock that is useless to them at a low level. Well thought out. Please consider this change Bort!

    I definitely agree as well!
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    Just by looking at the skills... I get the distinct feeling that my current build will be severly broken by this revamp... and I do not like that...
    7NGGeUP.png

  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    Just by looking at the skills... I get the distinct feeling that my current build will be severly broken by this revamp... and I do not like that...

    Why not actually try to transition it over to the new system and point out where you can't recreate it?
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited February 2016
    Just by looking at the skills... I get the distinct feeling that my current build will be severly broken by this revamp... and I do not like that...

    Why not actually try to transition it over to the new system and point out where you can't recreate it?

    I would. But, Cryptic in their infinite</s> wisdom... has disabled character transfers for a week... so I cant actually do that yet. So as I said... from looking at the skills, and their locations in the trees... my build will be very much broken.
    7NGGeUP.png

  • sirboulevardsirboulevard Member Posts: 722 Arc User
    icegavel wrote: »
    jslyn wrote: »
    icegavel wrote: »
    So... am I reading it right that there IS no natural health regen in combat anymore? 'Caaaause.... that's kinda dumb. Revert this maybe?


    Maybe it is a Species-Only Ability now. Because Humans should not spontaneous regenerate. Something like a Klingon with their redundant organs could, though.

    Humans shouldn't spontaneously regenerate? Jslyn... you do remember that this is a video game, right? Humans spontaneously regrow LIMBS constantly. XD And yes, that includes in here. Otherwise stepping on a chroniton mine would be a massive game over.

    Health regen is a core aspect of a lot of video games, including this one. A lot of items in this game are valuable because they grant said regen. Making in zero in combat is not only silly, it fundamentally alters or destroys some ground builds. Not MINE, I use Nanite Health Monitor to stay alive, but quite a few. Mabe... make it so that it's zero if you have no points in Regeneration Skill, and then... 25% in combat with rank 1 and 50% with rank 2? 100% health regen in combat would be absurd too, after all. But not as silly as 0.

    Combined with this report, one from Jan Darkrider, and another from twitter, I can confirm we've got 2 major functions essentially missing from the ground tree.

    The first is high passive in-battle regeneration. For whatever reason, this is missing. Second, is that ground crits seem low (maxing out skill-based at 20% for CrtH and CrtD).

    Solution:

    Restore Combat Regeneration. There are lots of tanky enemies in the game. Without it players WILL die. ALOT. As it stands, this will kill the game's ground modes.

    As for the Critical boosts, max it out at 30% instead of 20% for skill increases. Thats a good amount and can be supplemented by several item buffs.

    Further, I would consider increasing the available ground points up to 11 or 12. The ground game is alittle lacking otherwise.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2016
    From what I've noticed, Ground Captain abilities are about 12.5-30% less effective on Tribble compared to their holodeck counterparts. I'm not sure if this a bug or not, but captain abilities on ground are not correctly receiving effects from skill points anymore. They appear to be instead scaling with level.

    However, if this is intended, then all ground captain abilities have been hit with a very undesirable nerf. For example, 9 ranks in the Scientist skill grants Tricorder Scan a -49.5 damage resistance rating debuff on Holodeck. On Tribble, Tricorder Scan applies a -32.5 damage resistance rating debuff.
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  • leemwatsonleemwatson Member Posts: 5,468 Arc User
    icegavel wrote: »
    jslyn wrote: »
    icegavel wrote: »
    So... am I reading it right that there IS no natural health regen in combat anymore? 'Caaaause.... that's kinda dumb. Revert this maybe?


    Maybe it is a Species-Only Ability now. Because Humans should not spontaneous regenerate. Something like a Klingon with their redundant organs could, though.

    Humans shouldn't spontaneously regenerate? Jslyn... you do remember that this is a video game, right? Humans spontaneously regrow LIMBS constantly. XD And yes, that includes in here. Otherwise stepping on a chroniton mine would be a massive game over.

    Health regen is a core aspect of a lot of video games, including this one. A lot of items in this game are valuable because they grant said regen. Making in zero in combat is not only silly, it fundamentally alters or destroys some ground builds. Not MINE, I use Nanite Health Monitor to stay alive, but quite a few. Mabe... make it so that it's zero if you have no points in Regeneration Skill, and then... 25% in combat with rank 1 and 50% with rank 2? 100% health regen in combat would be absurd too, after all. But not as silly as 0.

    Combined with this report, one from Jan Darkrider, and another from twitter, I can confirm we've got 2 major functions essentially missing from the ground tree.

    The first is high passive in-battle regeneration. For whatever reason, this is missing. Second, is that ground crits seem low (maxing out skill-based at 20% for CrtH and CrtD).

    Solution:

    Restore Combat Regeneration. There are lots of tanky enemies in the game. Without it players WILL die. ALOT. As it stands, this will kill the game's ground modes.

    As for the Critical boosts, max it out at 30% instead of 20% for skill increases. Thats a good amount and can be supplemented by several item buffs.

    Further, I would consider increasing the available ground points up to 11 or 12. The ground game is alittle lacking otherwise.

    Sorry, but even a 20% CritH is over-generous. A critical hit should be exactly that. Cap it at no more than 10% base with a skill to increase it the lower the HP% of the enemy.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • arccheanarcchean Member Posts: 7 Arc User
    edited February 2016
    Having the "Full Impulse Shunt" ability hidden behind the second node of the EPS skill is somewhat unreasonable, especially since all similar nodes have their "odd" ability set in a forked path. I assume it's a mistake to begin with, but I would suggest moving it out from there all the same.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited February 2016
    What... exactly... qualifies as a "threatening stance"? Are we just talking about the cruiser command here?

    EDIT: Additionally... why are the Projectile passives grouped together (and the same with the energy passives? I would group them by effect. (so one node is Crit Chance and the other is Crit Severity). They way it currently is, will result in one passive node being mostly useless for most DPS builds. (Addendum: I would move those two nodes to the first and second positions, and then put the other two nodes in the 3rd and 4th positions so it goes Crit Chance node > Crit Damage node > Stea;th node > threat node>)

    EDIT 2: The choice between Starship Stealth or Hangar Pet Damage and Threat or Pet health are kind of pointless for most ships. Anyone not running a carrier doesnt benefit at all from either of the pet choices... and the stealth choice is only helpful on 3 or 4 Fed ships, while benefiting the Romulan or KDF factions much much more.

    EDIT 3: I would keep all passives restricted to things that will affect either:

    A. Every ship (so no pet or stealth related choices. Threat is ok.)

    or

    B. Abilities (so maybe something that will increase the duration/effectiveness of captain abilities)
    7NGGeUP.png

  • birzarkbirzark Member Posts: 634 Arc User
    A few things to note:
    The choices seem off for example in tactical I'd rather have a choice of getting both projectile or both energy crits instead of getting 1 of each especially for those who want to specialize.
    Also many of the tactical skills give a number but not as a % such as the crit severity bonus.
  • nikeixnikeix Member Posts: 3,972 Arc User
    However I agree the torpedo and energy base abilities could do with combining as well so long as we can find a suitable replacement for the other three points.
    I'm open to hearing suggestions.

    Attack pattern duration +5 seconds/+8.5 seconds/+10 seconds comes immediately to mind :).

  • nikeixnikeix Member Posts: 3,972 Arc User
    Here's how I would redesign it.

    (more)

    Solid suggestion. I'll take it into consideration.

    I would swap the position of Starship Stealth and Starship Perception (from the Science bonuses line). It would give all captains the ability to dance around ship-specific bonuses in favor of universally applicable bonuses when they hit those decision gates.

  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    You're probably well aware of this, but there are a lot of consoles being sold with duplicate mods in the Dyson rep store right now. By launch I'd expect that to be cut down to one of each, but I hope they're also changed in the drop tables for the requisition packs. Otherwise, as an example, [CtrlX] science consoles will be more common than the other types.
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  • daveynydaveyny Member Posts: 8,227 Arc User
    edited February 2016
    Could you please turn on the ship requisition/purchase buttons so we can use the TOS Connie and such when we finish the Tutorial?
    If you want me to level up in the normal way, then you could at least let me use the low level ships I prefer.
    B)
    Post edited by daveyny on
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  • nepsthennepsthen Member Posts: 209 Arc User
    From what I've noticed, Ground Captain abilities are about 12.5-30% less effective on Tribble compared to their holodeck counterparts. I'm not sure if this a bug or not, but captain abilities on ground are not correctly receiving effects from skill points anymore. They appear to be instead scaling with level.

    However, if this is intended, then all ground captain abilities have been hit with a very undesirable nerf. For example, 9 ranks in the Scientist skill grants Tricorder Scan a -49.5 damage resistance rating debuff on Holodeck. On Tribble, Tricorder Scan applies a -32.5 damage resistance rating debuff.

    That's because Tricorder Scan is a captain skill. The new ground trees have no way to buff captain abilities. In fact, it's pretty paltry compared to what the current skills offer. The new ones are bonuses to damage, crit, shields, regen, scaling armor stats, and kit abilities and cool down. I'm sure all other ground captain abilities obtained through leveling up are affected as well.

    A possible fix could have Kit Performance Expert/Master also affect the captain abilities. Or make a tree similar to it and add 5 more points to purchase from ground trees. Willpower is completely missing, meaning it's going to be harder to resist ground control effects. It's going to be interesting to see what the ground doffs that provide bonuses to the current skills turn into once we're able to transfer our current captains for testing.
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  • nightkennightken Member Posts: 2,824 Arc User
    nepsthen wrote: »
    From what I've noticed, Ground Captain abilities are about 12.5-30% less effective on Tribble compared to their holodeck counterparts. I'm not sure if this a bug or not, but captain abilities on ground are not correctly receiving effects from skill points anymore. They appear to be instead scaling with level.

    However, if this is intended, then all ground captain abilities have been hit with a very undesirable nerf. For example, 9 ranks in the Scientist skill grants Tricorder Scan a -49.5 damage resistance rating debuff on Holodeck. On Tribble, Tricorder Scan applies a -32.5 damage resistance rating debuff.

    That's because Tricorder Scan is a captain skill. The new ground trees have no way to buff captain abilities. In fact, it's pretty paltry compared to what the current skills offer. The new ones are bonuses to damage, crit, shields, regen, scaling armor stats, and kit abilities and cool down. I'm sure all other ground captain abilities obtained through leveling up are affected as well.

    A possible fix could have Kit Performance Expert/Master also affect the captain abilities. Or make a tree similar to it and add 5 more points to purchase from ground trees. Willpower is completely missing, meaning it's going to be harder to resist ground control effects. It's going to be interesting to see what the ground doffs that provide bonuses to the current skills turn into once we're able to transfer our current captains for testing.

    willpower is one of the choices from the bar at the bottom 2nd node top choice I think.


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  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited February 2016
    I'm still in the very early stages of tinkering with it, but I do have one request at this point:

    You have a number of Skills that have been rolled directly into our characters, such as Combat Specialist (Melee Only) and half of Willpower; could you put one of the little mouse-over icons at level 1 in the progression bars that states what we are gaining (and at what rate per level, etc.) automatically as part of the leveling process?
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  • paspinallpaspinall Member Posts: 296 Arc User

    EDIT 2: The choice between Starship Stealth or Hangar Pet Damage and Threat or Pet health are kind of pointless for most ships. Anyone not running a carrier doesnt benefit at all from either of the pet choices... and the stealth choice is only helpful on 3 or 4 Fed ships, while benefiting the Romulan or KDF factions much much more.

    EDIT 3: I would keep all passives restricted to things that will affect either:

    A. Every ship (so no pet or stealth related choices. Threat is ok.)

    if you have read around more we have been told the threatening stance will when active give more threat and if pointed up (ie the above choice you mention) given even more, or a reduced threat when toggled off, so kinda useful to everyone I would imagine once we get used to it.

    As for losing out on hanger upgrades, the thing is they don't gain quite so much (at times at least) from some of the other upgrades because of the way they fight, I like them being in there, but that stealth or hanger pet is definitely not a great pairing, and is way too early to get a hanger skill anyway.
  • edited February 2016
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  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    paspinall wrote: »

    EDIT 2: The choice between Starship Stealth or Hangar Pet Damage and Threat or Pet health are kind of pointless for most ships. Anyone not running a carrier doesnt benefit at all from either of the pet choices... and the stealth choice is only helpful on 3 or 4 Fed ships, while benefiting the Romulan or KDF factions much much more.

    EDIT 3: I would keep all passives restricted to things that will affect either:

    A. Every ship (so no pet or stealth related choices. Threat is ok.)

    if you have read around more we have been told the threatening stance will when active give more threat and if pointed up (ie the above choice you mention) given even more, or a reduced threat when toggled off, so kinda useful to everyone I would imagine once we get used to it.

    As for losing out on hanger upgrades, the thing is they don't gain quite so much (at times at least) from some of the other upgrades because of the way they fight, I like them being in there, but that stealth or hanger pet is definitely not a great pairing, and is way too early to get a hanger skill anyway.

    So by 'threatening stance' they mean "Command: Attract Fire"? IE one of the 4 cruiser commands. If so thats fine. But they should just say that then.

    As far as the hangar pet upgrades... that doesnt matter. They only benefit a very small subset of ships. Passvies should affect every ship or player abilities, not specific subsets of ships, that should be what the skill point nodes are for.
    sophlogimo wrote: »
    One thing I notice: Damage Control and Shield Regeneration are single skills. I wonder why, as virtually no one will rely on natural regeneration for these things even out of combat, because using active powers and waiting for them to come off cooldown is faster anyway. These seem like wasted points, as it is.

    I'd rather propose to tie the power of active healing powers and passive regeneration together. Passive regeneration is not meaningful enough to deserve its own branch of up to 6 points.

    Edit: The usefulness of Electro-Plasma flow is likewise questionable. Most people will not shift around their power ölevels massively when in combat, and it does not seem to have any effect whatsoever on, say, Emergency Power skills.

    Unless the entire EPS system is changing, EPS flow also affects the speed at which power:

    A. returns to full from Full Impulse

    and

    B. the speed at which weapon power replenishes after a firing cycle.
    7NGGeUP.png

  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited February 2016
    I'd like to see the third and fourth passive unlocks for the tactical tree mixed up. I love my all beam boats and the third passive unlock is a choice between projectile crit chance and projectile crit severity which give beam boaters no benefit and the fourth being the same but for energy weapons. Perhaps make the third passive a choice between crit chance on energy weapons OR projectiles and the fourth passive unlock crit severity to projectiles OR beams to spread it out a little to allow someone to apply both bonuses to their weapon of choice. Since the bonuses are 5% severity and 1% chance, even having both for one weapon type wouldn't be overkill. Arranged like this would be preferable in my opinion and spread the wealth of the new skill tree layout.

    I don’t like how it works as well and much prefer your idea. The rest of the skill tree has been built in a way that makes me want to further abandon mixing weapons. Due to the way tactile consoles work and the rest of the new skills it makes sense to skip energy or projectile skills and only focus on one, then putting the saved points into other more useful areas. With the way things are now I will be removing all my energy skill points with the new tree. So why would I want to pick an energy passive that does nothing for my build?

    The passives make us feel like we are wasting choices by having no choice but to pick a passive that does nothing for our build while being forced to skip a passive we would have chosen.


    Post edited by pottsey5g on
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited February 2016
    A few things that bug me about the engineering unlocks, most of them seem to be power +2 this is painfully small to easy to literally almost gain 0 benefit from, with all the other ways of gaining power, including through draining.... They aren't worthwhile chooses and should just be left with their normal skills, nor do they see to be as interesting as tact or science.

    Warp core efficiency would actually serve better as a unlock paired against the battery one, replace it with something more interesting like warpcore/singularity core mastery + 5 max weapon power if warp core, if singularity core reduction in power penalty to -5 to all power levels instead of the -10 it is now?

    other unlocks to replace the + power could include +2 max power to all systems or capacitor cooldown/singularity cooldown, or move the warp stuff transwarp and warp to engineering it makes more thematic sense. And give science something else ?

    I also agree the Tact unlocks seem a little strangely layout considering most people don't get carrier or a stealth ship to admiral anyways. Also the pet one shouldn't be against stealth and there should really only be one.

    Honestly I think unlocks should be like threat, battery, transwarp, stealth etc. Interesting addition to game play That don't feel whole sail ripped from the skills that already exist. Perhaps you shouldn't even have to choose just condense them or give them effects that are helpful to any build ? Like combining perception and stealth ?
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    nepsthen wrote: »
    From what I've noticed, Ground Captain abilities are about 12.5-30% less effective on Tribble compared to their holodeck counterparts. I'm not sure if this a bug or not, but captain abilities on ground are not correctly receiving effects from skill points anymore. They appear to be instead scaling with level.

    However, if this is intended, then all ground captain abilities have been hit with a very undesirable nerf. For example, 9 ranks in the Scientist skill grants Tricorder Scan a -49.5 damage resistance rating debuff on Holodeck. On Tribble, Tricorder Scan applies a -32.5 damage resistance rating debuff.

    That's because Tricorder Scan is a captain skill. The new ground trees have no way to buff captain abilities. In fact, it's pretty paltry compared to what the current skills offer. The new ones are bonuses to damage, crit, shields, regen, scaling armor stats, and kit abilities and cool down. I'm sure all other ground captain abilities obtained through leveling up are affected as well.

    A possible fix could have Kit Performance Expert/Master also affect the captain abilities. Or make a tree similar to it and add 5 more points to purchase from ground trees. Willpower is completely missing, meaning it's going to be harder to resist ground control effects. It's going to be interesting to see what the ground doffs that provide bonuses to the current skills turn into once we're able to transfer our current captains for testing.

    Yes, allowing captain abilities to receive effects from kit performance would be the easiest solution to solve the currently weakened captain abilities. Also, Willpower is still very much present. We now get +50 Willpower (250/1000 resistance or 25% control resistance) passively as we level. Secondly, we can choose to get +50 Willpower or +100 Device Proficiency (+50% to consumable effectiveness) as an unlock. Forcing us to choose between better consumables and actually resisting control effects was rather hard on Cryptic's part though.

    Also, I don't know if anyone else has noticed, but all bridge officer and captain abilities that scale on Auxiliary power are 42% weaker on Tribble in comparison to Holodeck. I'm really hoping this is a bug because if it isn't, Science will be VERY weak in space once this patch goes live.
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