We have months to go can't make any decisions yet it's still a work in progress. I expect to come out even or slightly better all said and done.
The change to cannon drop off is probably going to have the greatest impact for me. Namely, good times are [likely] ahead.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Admittedly I am not using combat logs, since most players won't but combat largely feels the same. Then again I am not a champion min-maxer and am ~ 12,000 DPS most times. I could see a lot of boutique builds being angered by some of the formulas used in damage calculation being altered however.
Ground combat is easier to get crits in with a level 60 tac so long as you build a utilitarian build and forego "ultimate unlockables."
No idea... the final iteration of the skill revamp isn't out yet...
Even if my builds hurt for it... so what? It just means I need to build something new, which us a good thing by mixing things up a bit.
By far a healthy attitude.
Then again I was one of the people enraged over CoH issue 5's "enhancement diversification's" PR & release handling.
Like or loathe the incoming changes Cryptic has been at a minimum aboveboard and forthright about their methods and intentions with this game thus far.
We have months to go can't make any decisions yet it's still a work in progress. I expect to come out even or slightly better all said and done.
The change to cannon drop off is probably going to have the greatest impact for me. Namely, good times are [likely] ahead.
Anything enabling and/or encouraging build diversity is welcomed. I was an early beta guy, faded away the last two years, but noticed in my visits that builds were looking "more focused." If I wanted an epileptic fit I could do worse than PUG with skittes BFAW spammers.
Going to lose some systems power, some shield and hull regen as well as shield and hull capacity to maintain current offensive capabilities. Maybe have to change repulsors to something else. Also am hearing very bad things about torpedoes which would be very sad.
btw I predict this will come out the last week of March or the first week of April right after crystalline which I expect to begin on March 3rd.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Going to lose some systems power, some shield and hull regen as well as shield and hull capacity to maintain current offensive capabilities. Maybe have to change repulsors to something else. Also am hearing very bad things about torpedoes which would be very sad.
btw I predict this will come out the last week of March or the first week of April right after crystalline which I expect to begin on March 3rd.
Yes, it is also hard to run a "utilitarian" engineer power heavy build as a tac to keep your power levels buffed as well as the old system. I have never been much for the whole "go red" on the older systems and tend to try for 6 pips instead of 9. I *do* get the feeling builds will largely evolve into an even more glaring "paint by numbers" one build to rule them all fest on a long enough timeline.
Then again given my experiences in this, Champions, City of *X*, SWTOR, Uncharted Waters Online, DCUO, and Shadowrun Online doesn't it always go that way in the end?
With so many changes in skills and consoles? Let us know if your build has been nerved or buffed?
Right now with the leech and sci consoles it's a Nerf for me.
Probably a boost, but this whole "discussion" is premature and really not even worth discussing at this time.
Post edited by questerius on
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
For me, after a few changes to my skills, I've noticed a quite large buff to my DPS and a somewhat slight nerf to my survivability with my cannon using escorts/raiders. This is with the nerf to leech. Things are still in flux on tribble so we'll see.
So far they've mostly left powers alone to see how the new skill bonus scale affects them, they are taking suggestions on which powers to modify however.
I didn't even go for the ultimates on Tribble; they're red herring anyway. I just transferred my current build as best I was able and lost all of 2 (yes, count them: two) hull points, and 30% of my passive hull healing, which is a moot point for my build. everything else was buffed, but only slightly. So, marginal buff for me so far.
As of the build currently on Tribble, it's definitely a buff for me.
I'm not exactly a spreadsheet kind of person, so I can't give you any hard numbers or anything; I just got to go by "feel". To test space I played through some patrols and Red Alerts, and to test ground, I went to the Dyson Battleground. In both instances, not only was I killing things faster, but I also felt a lot sturdier as well. For clarification, I was also able to mostly reproduce my current skill selection with the new system, on top of picking up some new stuff.
So, while I still think it's unfortunate that they are charging for respecs, and I can't speak for science players, I have to begrudgingly admit that I think most players will generally by happy with what's coming, despite the current doom and gloom attitude (which I will admit to partaking in).
You know, so long as they don't make any mistakes when they also try to reproduce their current skill selection with the new system. That'll cost ya.
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
I've managed to recreate my tank Science Odyssey build nearly the same, here is what I've found:
Hull points and shield points were slightly nerfed but not by much, like maybe 90-100 points so that's not bad. Resistance across the board was also lower, about 0.5 points only for each if that so again acceptable.
On the other hand stealth detection, crit chance, crit severity, accuracy, and bonus defense all went up, again not by much but anywhere from 0.5-2 points.
I've also checked my weapon damage on the hud and they are all up as well about 50-100 points. My subsystems stayed about the same, for some reason lost one point in weapon and shield and both points ended up on engines, I'll take it...don't feel like fine tuning it now.
Speed and turn rate were also slightly lower, again not much at all I'm talking about 0.2-0.5 points.
One of the biggest losses (but only because I put only one point in it) was Power Transfer rate which went from 184% to 164%. Also my leech drain with 2 points in is at -1.6 drain where as before I had 7 points and was at -1.9.
Now with all this being said, I did manage to put some points in skills that never existed before like: 2 points in hull pen 1 point in shield pen 1 point in shield hardness
So everything else being considered, even though I lost a few points here and there, I'd say I gained some with the hull and shield pens and shield hardness.
Now on to the two trickier things to measure since some mechanics were broken and/or glitchy...
1. Hull repair rate: With 100% crew my out of combat was around 320% and in combat was about 96% give or take. Now my out of combat is about 240% and in combat is about 78%.
However, despite this being lower on average it will end up higher because I won't suffer the loss of crew thereby lowering those numbers.
2. Shield regen rate: because the tool tip on this was always broken it's hard to say how much I had exactly but I was calculating base at 400 and with my shield power giving me x3 that so around 1200 per 6 seconds.
Now with just two points in shield regen I believe my rate is around 1140 per 6 seconds.
So I'd say I think overall I improved. I will test a little more in the following days and hopefully post some pics of the "before" and "after" stats of everything to show you exactly what I mean.
Hope this helps.
Fleet Admiral Thomas Winston James a.k.a. The Grayfox Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
As it is right now my main characters current build has been nerfed. Time will tell just how badly. There are supposedly adjustments still to be made so I'll have to wait and see.
Speaking Ground only here - Presently, nerf & generally, thinned out, underwhelming.
No Threat Control for Ground available, lost critical hits improvements with loss of Combat Specialist & my damage is like 15 - 20% less than it originally is on current live-build version, due to less bonuses being available for purely melee (kit-based, such as Lunge + Sweeping Strikes) damage. Potentially more, given we did lose chunk of crit-hits chances/severity improvements. Add up not very useful skill-branches in the revamped skill-tree, as they're presently set-up... and yeeep, generally underwhelming is what I feel.
[10:20] Your Lunge deals 4798 (2580) Physical Damage(Critical) to Tosk of Borg.
Star Trek Online Volunteer Community Moderator "bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh." "Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness."~Day[9] "Your fun isn't wrong."~LaughingTrendy
Any way for my captain it has been a nerf to his control builds, a nerf to his drain builds, a nerf to his particle gen builds and a nerf to his beam fire at will builds.
Doesn't seam to matter if i spec him as a specialist or a generalist on tribble, my generalist on holo dose better in all four categories.
But I have hope that they will keep tweaking and maybe at least bring the performance back up on one or two things. Cryptic's track record on tribble feedback hasn't been encouraging over the lifespan of the game, but Bort really dose seem to be making an effort in the tribble forums to respond and explain. Hopefully he is also listening. We will see.
I think the new system depends on how you play as to whether you'll feel you got nerfed or buffed, I'm a casual player, most of my gear is mk11 or mk12 purple, the build I have for my Andorian Sci in the Breen carrier, means she is actually doing more damage (exotic and weapon) and more crits than she does on holodeck, so she has been buffed by the new system, and that both ground and space.
I suspect that non tactical min maxers will be the ones that feel they got nerfed.
Both actually. My Intel Fleet Raptor on tribble is squishier then before but my dps has gone up. Roughly a 30% reduction in surviablity for my Raptor thanks to the must have threat increase that nulls out my embassy reduce threat consoles is not a good thing.
It's mostly "bugged" for me, since Gravity Well is currently not applying the Control Expertise bonuses to its range (which it is still intended to do.)
It looks like it will be a small buff in some areas, not necessarily the main features of my characters - depending on the character. But for example, I did take the new Shield Hardness skills, and that will propel the shield hardness my Science characters have probably notably (because I expect most of them to take it). I don't know yet about the escort and cruiser characters, but it didn't really look like there was much too change. Will probably end being more of a small buff, since there seem to be more points over after I covered the Holodeck abilities my characters had.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Nerf nerf and nerf.
My Engineer's Pathfinder is woefully lacking and my Orion Melee warrior also leaves some to be desired... and this after I managed to produce a CrtDx4 bat'leth during the upgrade weekend.
"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
Well my bfaw scimitar seems much squishier and a bit less effective. But to be honest I was just using if for spacebar spamming through content. I think there could be lots of complaints when this goes live, but for me I am so casual now it's mostly a 'meh' situation. I will bet there are lots of players that will be happy if bfaw spamboats get knocked down a lot.
I had really thought of spending some serious resources upgrading my science main at the next upgrade weekend, but that is now on hold.
I will wait for more info/possible changes before commenting more.
My main, Tactical Fed gets a moderate nerf mostly in the area of survivability. Currently he alternates between the Arbiter or the Presidio, but since I will now have to spend precious skill points on carrier pets, I'll have to stick to ships without a hangar bay.
The biggest nerf comes to my non DPS character, a Fed Engineer in a Fleet Jupiter that's running a 'jack of all trades, master of none' build. She's specced evenly into Survivability, a little bit of Energy Weapon Damage, and into Science skills like Particle and Gravity Gens. She only pulls around 18-20k DPS on average and is just a 'fun' build that doesn't turn any heads. Her build is null and void and impossible to re-create.
Of course, all my characters use a Plasmonic Leech so I'll get another global nerf there thanks to the stealth nerf they tried to sneak past everyone. Overall, the phrase 'players lose nothing' is complete and total B.S. as usual.
With so many changes in skills and consoles? Let us know if your build has been nerfed or buffed?
Right now with the leech and sci consoles it's a Nerf for me.
All builds, every single one of them, have been simultaneously nerfed and buffed.
For instance, I carry my current toon over to the tribble server, on holodeck he gets 2.7 power drain/gain per tick from plasmonic leech, on tribble he gets 2.0, but at the same time his resistance to drain is pretty much a match point for point as the now drain and drain resistance are now the same stat.
Damage all across the board is nerfed. Ground and space both got hit with the nerf bat in the damage department. It was not a HUGE nerf but a nerf nonetheless and we ARE going to feel it.
Any place where you have a stat that boosted you offensively, like gravity generators, you will also now have a defensive counterpart. So in the case of grav gen you now have resistance to grav gen paired with it.
Power levels took a massive hit. I mean massive. Across the board I lost about 10 power points spread across all power levels, 3 here, 2 there, 5 there. This results in loss of speed, turn rate, damage output, shield hardness, heal severity, pet summons recharge and more.
The nerfs we are ALL going to experience, and we are ALL going to experience the nerfs, are far and wide. But so too are the buffs(mainly defensively).
And by the way, just to clarify, I actually took the time to download the patch for tribble and did many hours of looking at it and playing with it and tweaking it. None of what I said here is opinion, I am trolling you and I am not being overly harsh, this is, in fact, how things are as of right now.
Nerfs across the board, just as expected.
Currently he alternates between the Arbiter or the Presidio, but since I will now have to spend precious skill points on carrier pets, I'll have to stick to ships without a hangar bay.
This is something that's been bugging me and a lot of people have been saying it. There is no nerf to pets so not taking any pet buffs will make your pets just as good as they are now. One doesn't have to spend points on any pet buffs. After the skill update, there's no good reason to not play your Presidio .
So far, it seems it'll be neither. Instead, it'll just be different. For one thing, hangar pets can be buffed now. There's also increased shield penetration, which may be more useful to my character than crit since its an engineer. And as has been stated by others, it's still too early to tell the impact.
Comments
The change to cannon drop off is probably going to have the greatest impact for me. Namely, good times are [likely] ahead.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Even if my builds hurt for it... so what? It just means I need to build something new, which us a good thing by mixing things up a bit.
Admittedly I am not using combat logs, since most players won't but combat largely feels the same. Then again I am not a champion min-maxer and am ~ 12,000 DPS most times. I could see a lot of boutique builds being angered by some of the formulas used in damage calculation being altered however.
Ground combat is easier to get crits in with a level 60 tac so long as you build a utilitarian build and forego "ultimate unlockables."
By far a healthy attitude.
Then again I was one of the people enraged over CoH issue 5's "enhancement diversification's" PR & release handling.
Like or loathe the incoming changes Cryptic has been at a minimum aboveboard and forthright about their methods and intentions with this game thus far.
Anything enabling and/or encouraging build diversity is welcomed. I was an early beta guy, faded away the last two years, but noticed in my visits that builds were looking "more focused." If I wanted an epileptic fit I could do worse than PUG with skittes BFAW spammers.
btw I predict this will come out the last week of March or the first week of April right after crystalline which I expect to begin on March 3rd.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Yes, it is also hard to run a "utilitarian" engineer power heavy build as a tac to keep your power levels buffed as well as the old system. I have never been much for the whole "go red" on the older systems and tend to try for 6 pips instead of 9. I *do* get the feeling builds will largely evolve into an even more glaring "paint by numbers" one build to rule them all fest on a long enough timeline.
Then again given my experiences in this, Champions, City of *X*, SWTOR, Uncharted Waters Online, DCUO, and Shadowrun Online doesn't it always go that way in the end?
Probably a boost, but this whole "discussion" is premature and really not even worth discussing at this time.
I'm not exactly a spreadsheet kind of person, so I can't give you any hard numbers or anything; I just got to go by "feel". To test space I played through some patrols and Red Alerts, and to test ground, I went to the Dyson Battleground. In both instances, not only was I killing things faster, but I also felt a lot sturdier as well. For clarification, I was also able to mostly reproduce my current skill selection with the new system, on top of picking up some new stuff.
So, while I still think it's unfortunate that they are charging for respecs, and I can't speak for science players, I have to begrudgingly admit that I think most players will generally by happy with what's coming, despite the current doom and gloom attitude (which I will admit to partaking in).
You know, so long as they don't make any mistakes when they also try to reproduce their current skill selection with the new system. That'll cost ya.
Hull points and shield points were slightly nerfed but not by much, like maybe 90-100 points so that's not bad. Resistance across the board was also lower, about 0.5 points only for each if that so again acceptable.
On the other hand stealth detection, crit chance, crit severity, accuracy, and bonus defense all went up, again not by much but anywhere from 0.5-2 points.
I've also checked my weapon damage on the hud and they are all up as well about 50-100 points. My subsystems stayed about the same, for some reason lost one point in weapon and shield and both points ended up on engines, I'll take it...don't feel like fine tuning it now.
Speed and turn rate were also slightly lower, again not much at all I'm talking about 0.2-0.5 points.
One of the biggest losses (but only because I put only one point in it) was Power Transfer rate which went from 184% to 164%. Also my leech drain with 2 points in is at -1.6 drain where as before I had 7 points and was at -1.9.
Now with all this being said, I did manage to put some points in skills that never existed before like:
2 points in hull pen
1 point in shield pen
1 point in shield hardness
So everything else being considered, even though I lost a few points here and there, I'd say I gained some with the hull and shield pens and shield hardness.
Now on to the two trickier things to measure since some mechanics were broken and/or glitchy...
1. Hull repair rate: With 100% crew my out of combat was around 320% and in combat was about 96% give or take. Now my out of combat is about 240% and in combat is about 78%.
However, despite this being lower on average it will end up higher because I won't suffer the loss of crew thereby lowering those numbers.
2. Shield regen rate: because the tool tip on this was always broken it's hard to say how much I had exactly but I was calculating base at 400 and with my shield power giving me x3 that so around 1200 per 6 seconds.
Now with just two points in shield regen I believe my rate is around 1140 per 6 seconds.
So I'd say I think overall I improved. I will test a little more in the following days and hopefully post some pics of the "before" and "after" stats of everything to show you exactly what I mean.
Hope this helps.
Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians
U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
Game Handle: Grayfox@GrayfoxJames
Website: https://www.libertytaskforce.com
Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
Discord: https://discord.gg/bGp9N7z
Twitter: STOFA@LTFGrayfox
Email: CSDynamix@Hotmail.com
No Threat Control for Ground available, lost critical hits improvements with loss of Combat Specialist & my damage is like 15 - 20% less than it originally is on current live-build version, due to less bonuses being available for purely melee (kit-based, such as Lunge + Sweeping Strikes) damage. Potentially more, given we did lose chunk of crit-hits chances/severity improvements. Add up not very useful skill-branches in the revamped skill-tree, as they're presently set-up... and yeeep, generally underwhelming is what I feel.
Star Trek Online Volunteer Community Moderator
"bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh."
"Learn lots. Don't judge. Laugh for no reason. Be nice. Seek happiness." ~Day[9]
"Your fun isn't wrong." ~LaughingTrendy
Find me on Twitterverse - @jodarkrider
Any way for my captain it has been a nerf to his control builds, a nerf to his drain builds, a nerf to his particle gen builds and a nerf to his beam fire at will builds.
Doesn't seam to matter if i spec him as a specialist or a generalist on tribble, my generalist on holo dose better in all four categories.
But I have hope that they will keep tweaking and maybe at least bring the performance back up on one or two things. Cryptic's track record on tribble feedback hasn't been encouraging over the lifespan of the game, but Bort really dose seem to be making an effort in the tribble forums to respond and explain. Hopefully he is also listening. We will see.
I suspect that non tactical min maxers will be the ones that feel they got nerfed.
It looks like it will be a small buff in some areas, not necessarily the main features of my characters - depending on the character. But for example, I did take the new Shield Hardness skills, and that will propel the shield hardness my Science characters have probably notably (because I expect most of them to take it). I don't know yet about the escort and cruiser characters, but it didn't really look like there was much too change. Will probably end being more of a small buff, since there seem to be more points over after I covered the Holodeck abilities my characters had.
My Engineer's Pathfinder is woefully lacking and my Orion Melee warrior also leaves some to be desired... and this after I managed to produce a CrtDx4 bat'leth during the upgrade weekend.
I had really thought of spending some serious resources upgrading my science main at the next upgrade weekend, but that is now on hold.
I will wait for more info/possible changes before commenting more.
My main, Tactical Fed gets a moderate nerf mostly in the area of survivability. Currently he alternates between the Arbiter or the Presidio, but since I will now have to spend precious skill points on carrier pets, I'll have to stick to ships without a hangar bay.
The biggest nerf comes to my non DPS character, a Fed Engineer in a Fleet Jupiter that's running a 'jack of all trades, master of none' build. She's specced evenly into Survivability, a little bit of Energy Weapon Damage, and into Science skills like Particle and Gravity Gens. She only pulls around 18-20k DPS on average and is just a 'fun' build that doesn't turn any heads. Her build is null and void and impossible to re-create.
Of course, all my characters use a Plasmonic Leech so I'll get another global nerf there thanks to the stealth nerf they tried to sneak past everyone. Overall, the phrase 'players lose nothing' is complete and total B.S. as usual.
All builds, every single one of them, have been simultaneously nerfed and buffed.
For instance, I carry my current toon over to the tribble server, on holodeck he gets 2.7 power drain/gain per tick from plasmonic leech, on tribble he gets 2.0, but at the same time his resistance to drain is pretty much a match point for point as the now drain and drain resistance are now the same stat.
Damage all across the board is nerfed. Ground and space both got hit with the nerf bat in the damage department. It was not a HUGE nerf but a nerf nonetheless and we ARE going to feel it.
Any place where you have a stat that boosted you offensively, like gravity generators, you will also now have a defensive counterpart. So in the case of grav gen you now have resistance to grav gen paired with it.
Power levels took a massive hit. I mean massive. Across the board I lost about 10 power points spread across all power levels, 3 here, 2 there, 5 there. This results in loss of speed, turn rate, damage output, shield hardness, heal severity, pet summons recharge and more.
The nerfs we are ALL going to experience, and we are ALL going to experience the nerfs, are far and wide. But so too are the buffs(mainly defensively).
And by the way, just to clarify, I actually took the time to download the patch for tribble and did many hours of looking at it and playing with it and tweaking it. None of what I said here is opinion, I am trolling you and I am not being overly harsh, this is, in fact, how things are as of right now.
This is something that's been bugging me and a lot of people have been saying it. There is no nerf to pets so not taking any pet buffs will make your pets just as good as they are now. One doesn't have to spend points on any pet buffs. After the skill update, there's no good reason to not play your Presidio .