The primary issue with the revamp is general confusion. We had a system we knew and we're used to but now it's all jumbled up and we don't know what does what really. My skills were set in 30 seconds but I spent a.week on Tribble tweaking. Others may need a similar time frame.
I'm totally confused with the new system, I copied my old Tac build and not im stuck with things like Threating Stance III +200 % threat generation ground and space. No idea where I got it or how to get rid of it. And no place to go to find out. After 3 years playing I have come to expect this sort of thing. The only thing I am surprised about is they aren't charging us 1000 zen to respec yet.
Me and Odin are founding members of the science channel @bubblegirl2015 I assure you we know what we are talking about. In fact thanks to this revamp nearly half of all science powers are once again relevant.
This thread is another example of people hating all change even when it's good, and this is fantastic change.
caching - another quarter in your pocket.
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."
The asinine assumption that im being paid off by Cryptic because I'm a rational human being speaks much more about you then it does me.
we kid we kid. take er easy sonny
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."
While I don't like the new format and don't feel any incentive whatsoever to "experiment" like Cryptic devs wan't(on account of the steep cost of respecs.), I will say that this revamp has made every single one of my ship builds stronger.
Long-Range Targeting sensonsors in particular is a major game changer, actually making cannon ships genuinely competitive again not to mention enhancing the DPS further of FAW boats by extending the range they can deal effective damage at.
"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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rattler2Member, Star Trek Online ModeratorPosts: 58,669Community Moderator
after respeccing my skill points i have noticed my Fleet Valiant is hitting much harder than it used to while i have mostly recreated my previous build i decided to experiment in sacrificing some survivability for some more focus on the new tac areas for my tac main.
I kinda went into this with a slight edge. Tried to recreate my old build on Tribble first with help from a friend.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
> @risian4 said: > The new system is awesome. > > No, really, it is. You get bonus abilities (for example, I can use my Sci skills more often now, freeing up some Boff slots that I can use for other stuff), with the combination of skills you can select more skills than ever before and there's even brand new abilities for hangar pets. > > I'm as effective as before, in that I could literally copy my previous build, but I even get bonuses in some stats. For example, I never specialised in draining. Yet I can still do what I used to do up to yesterday, plus I'm much more effective in draining now. > > As has been suggested: try the system first, before you start complaining. I'm in favor of systems that add more importance to careers, but we knew from the beginning that this weren't going to happen with the skill revamp. I'm still hoping this will be done at some point in the future.
Not everyone can have a success story. I have tried the system and I believe there is no improvement to be seen. The other skill system allowed you to balance skills while excelling in one tree. This on the other hand doesn't do that. I have seen a hull decrease by 4 to 5k averaging out at 49k AFTER improvements were made. My weapons power has been decreased from 122 to 116, once again AFTER improvements. My shield regeneration rate and shields have been thoroughly nerfed AFTER improvements! When yesterday I could slipstream at a nice cruising speed of warp 32.1 and now I'm barely crawling at warp 20 in slipstream. Yesterday I could go warp 20 with my my assimilated Borg deflector, now I'm cut back to warp 14. I came online thinking wow jee a new update, so exciting and found this. It was a bomb exploding in my face because like the starter of the post said, I had everything figured out. I haven't had to worry about my skills in years. Everything was perfectly arranged and now I'm seriously thinking about quitting because of this. My point is not everyone has a success story and not everyone things this is a good thing. Change is good, but when it undercuts some of the most basic aspects of gameplay is where I draw the line.
Odd my Shields have become nearly unbreachable. Sitting at 15.8k capacity with 2.9k regen / 6 seconds on Purple Borg Shields mk 14. On top of that my sector space speed dropped by 1 but that doesn't mean much lol
Odd my Shields have become nearly unbreachable. Sitting at 15.8k capacity with 2.9k regen / 6 seconds on Purple Borg Shields mk 14. On top of that my sector space speed dropped by 1 but that doesn't mean much lol
As said in the other thread. Discuss, disagree, agree, etc. But leave the personal insults out of it. Thank you!
[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
Once I'd finished rebuilding my main toon's skill tree, things generally seemed to show some slight improvement - ship had better hull, screens and turn rate, enemies died quicker on ground, that sort of thing. Nothing spectacular, but certainly not a disadvantage in any way.
Actually doing the work of rebuilding was mildly tiresome, but I can live with that. I find it hard to muster any sort of rage about this.
I'm with Shevet. I don't run parses, I just go by the way the game feels - and the only revamped toon I've had time to take out today is my main, a science captain flying a T6 Krenim sci ship. The USS Penrose feels stronger than ever, with her shield-draining powers seeming to be more than a mere minor annoyance to the enemy. (The downside is that now I have to be even more careful about maneuvering when the enemy's shields are getting low - I keep losing hull points to their warp-core breaches when they die.)
My only issue I had was looking and reading thru all of the talents and comparing how they worked, both in the trees an roots, before actually working thru making unique an viable builds for each of my characters. I personally like the changes and even if things could be done differently, improves, and what have you that is true of all things done. I appreciate the effort put into the revamp, and hope we might see it change or be flushes out abit more giving us afew more options to specc into for each tree.
It is weird I actually wish they would have made a pet-based talent line in each career tree that had bonuses based off that career's style, though in more of the middle line of the trees yet that is a personal wish from a player that likes pets. While also just flushing out the trees with afew more options to specc into that would allow more routes you could take speccing into that might make getting the ultimates in the career trees doable without having to take all of the talents, say like giving each talent tree for the careers having like 40-46 talents choices yet you can only drop into the tree 30 points at max. This would make it that you can have more interesting builds an choices that cater towards different playstyles without making players take talents that do little or nothing for their build to get the ultimates.
I must admit, that the first few missions I've played were done rather quickly. Players in my Pugs were much more powerful it seemed.
But that may merely have to do something with the fact that the most fanatic players are more likely to get in the game ASAP, fill their skill and start queueing to get some parses. So I'll reserve judgement on its effects on power creep for now until things have normalised a bit.
I have to agree. But in my case I haven't noticed it when I was on Tribble but an acquaintance in game and I went to test the new Nah'kul Alert and he pointed to me something interesting. According to him it seems with the new skill build other energy type weapons not AP has seems to be doing much better. I really can't prove or disprove this since I don't like using AP. I'm more of a Tet, phaser, polaron and disruptor type of guy. He pointed out that I'm killing targets as fast as he is and even sometimes faster. I told him it must just be his build. None the less I'm contemplating to go back to tribble and test this theory that the new system has made a huge impact on damage between energy weapons and by that has closed the gap a bit more. Again this are just theories base on what he told me while he was parsing. I cannot prove or disapprove what he claimed at this moment.
Me and Odin are founding members of the science channel @bubblegirl2015 I assure you we know what we are talking about. In fact thanks to this revamp nearly half of all science powers are once again relevant.
This thread is another example of people hating all change even when it's good, and this is fantastic change.
Yes and it added some. For example I love the fact that in the Engineer route I can chose just one buff that will increase my weapons without having to spend more on the tact skills for energy damage. I can use some extra points for tact the ones that I wouldn't be needing since I practically have unlocked my Science ulti (Yeah I know it may sound weird but I like the Ulti's >.<) while making Engi my secondary to go to skill.
Still not that much powerful but the changes for sci are decent enough for me.
My only real complaint is that the skill system forces you to commit points as you spend them, rather than letting you commit at the end. I think that's the biggest complaint with the new system that I've seen.
My only real complaint is that the skill system forces you to commit points as you spend them, rather than letting you commit at the end. I think that's the biggest complaint with the new system that I've seen.
Oh yeah that would be nice to actually have it that till you hit a confirm button you could alter your point layout till you feel it is just how you like it.
Not everyone can have a success story. I have tried the system and I believe there is no improvement to be seen. The other skill system allowed you to balance skills while excelling in one tree. This on the other hand doesn't do that. I have seen a hull decrease by 4 to 5k averaging out at 49k AFTER improvements were made. My weapons power has been decreased from 122 to 116, once again AFTER improvements. My shield regeneration rate and shields have been thoroughly nerfed AFTER improvements! When yesterday I could slipstream at a nice cruising speed of warp 32.1 and now I'm barely crawling at warp 20 in slipstream. Yesterday I could go warp 20 with my my assimilated Borg deflector, now I'm cut back to warp 14. I came online thinking wow jee a new update, so exciting and found this. It was a bomb exploding in my face because like the starter of the post said, I had everything figured out. I haven't had to worry about my skills in years. Everything was perfectly arranged and now I'm seriously thinking about quitting because of this. My point is not everyone has a success story and not everyone things this is a good thing. Change is good, but when it undercuts some of the most basic aspects of gameplay is where I draw the line.
Can you post your build? I would love to see it, because unless you just didn't spend any points at all, what you are saying here is nearly impossible. I can see if players make a mistake of over investing in one thing and leave themselves short in another area, that's very feasible. But to spend all your points and get a reduction in every single thing is simply not possible. If you're really having this much of a problem, post your build and I'm sure we can help you fix it.
Personally, I did all my testing on Tribble prior to the update and all of my builds either got a buff across the board or they received very slight reduction in some areas, offset with improvements in other areas. My biggest hit to hull strength was about 1k and that character got a sizable buff in everything else. Tribble is still open for testing, don't waste your respecs on the live server when you can test at will for free on Tribble.
Games are not developed and run by poplar vote.
And how does this skill revamp in any way impact careers negatively?
Sure they are! Look at Star Wars Galaxies! "Omg kids want jedi to be a playable class at start?! Okay! Zombies?@ Okay!" I'm with you on this, just felt like being sarcastic about a defunct MMORPG. However I wish this system would have been tweaked a bit more. Ah well. it is what it is.
Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
For sci exotic and drain builds there has been a significant positive change with the skill revamp. Also I found shield tanking easier thanks to the new shield skills. Overall I'm happy as a sci captain in a sci ship. If someone is not finding this then it is possible they screwed up their skill tree. My build now is much better than before.
However I agree that the new revamp system is really harsh on anyone who hasn't already tested their build out on Tribble, to point of being unfair. You can't create a steep learning curve skill tree and then use that with a one-click purchase skill system.
Comments
So yeah, it may require some time. But I think most people will eventually find that things have improved.
Not sure what you have to complain about exactly. Whatever your sci build was, it's probably much better if you map the old stuff to the new 1 to 1.
caching - another quarter in your pocket.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Hmmm... Not to worried about that, as I respect so rarely... Still have 7 stashed away.
we kid we kid. take er easy sonny
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Long-Range Targeting sensonsors in particular is a major game changer, actually making cannon ships genuinely competitive again not to mention enhancing the DPS further of FAW boats by extending the range they can deal effective damage at.
I kinda went into this with a slight edge. Tried to recreate my old build on Tribble first with help from a friend.
OP: Things change. Adapt.
normal text = me speaking as fellow formite
colored text = mod mode
> The new system is awesome.
>
> No, really, it is. You get bonus abilities (for example, I can use my Sci skills more often now, freeing up some Boff slots that I can use for other stuff), with the combination of skills you can select more skills than ever before and there's even brand new abilities for hangar pets.
>
> I'm as effective as before, in that I could literally copy my previous build, but I even get bonuses in some stats. For example, I never specialised in draining. Yet I can still do what I used to do up to yesterday, plus I'm much more effective in draining now.
>
> As has been suggested: try the system first, before you start complaining. I'm in favor of systems that add more importance to careers, but we knew from the beginning that this weren't going to happen with the skill revamp. I'm still hoping this will be done at some point in the future.
Not everyone can have a success story. I have tried the system and I believe there is no improvement to be seen. The other skill system allowed you to balance skills while excelling in one tree. This on the other hand doesn't do that. I have seen a hull decrease by 4 to 5k averaging out at 49k AFTER improvements were made. My weapons power has been decreased from 122 to 116, once again AFTER improvements. My shield regeneration rate and shields have been thoroughly nerfed AFTER improvements! When yesterday I could slipstream at a nice cruising speed of warp 32.1 and now I'm barely crawling at warp 20 in slipstream. Yesterday I could go warp 20 with my my assimilated Borg deflector, now I'm cut back to warp 14. I came online thinking wow jee a new update, so exciting and found this. It was a bomb exploding in my face because like the starter of the post said, I had everything figured out. I haven't had to worry about my skills in years. Everything was perfectly arranged and now I'm seriously thinking about quitting because of this. My point is not everyone has a success story and not everyone things this is a good thing. Change is good, but when it undercuts some of the most basic aspects of gameplay is where I draw the line.
My Hull capacity is at 91k. That feels different.
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"bIghojchugh DaneH, Dumev pagh. bIghojqangbe'chugh, DuQaHlaH pagh."
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It is weird I actually wish they would have made a pet-based talent line in each career tree that had bonuses based off that career's style, though in more of the middle line of the trees yet that is a personal wish from a player that likes pets. While also just flushing out the trees with afew more options to specc into that would allow more routes you could take speccing into that might make getting the ultimates in the career trees doable without having to take all of the talents, say like giving each talent tree for the careers having like 40-46 talents choices yet you can only drop into the tree 30 points at max. This would make it that you can have more interesting builds an choices that cater towards different playstyles without making players take talents that do little or nothing for their build to get the ultimates.
I have to agree. But in my case I haven't noticed it when I was on Tribble but an acquaintance in game and I went to test the new Nah'kul Alert and he pointed to me something interesting. According to him it seems with the new skill build other energy type weapons not AP has seems to be doing much better. I really can't prove or disprove this since I don't like using AP. I'm more of a Tet, phaser, polaron and disruptor type of guy. He pointed out that I'm killing targets as fast as he is and even sometimes faster. I told him it must just be his build. None the less I'm contemplating to go back to tribble and test this theory that the new system has made a huge impact on damage between energy weapons and by that has closed the gap a bit more. Again this are just theories base on what he told me while he was parsing. I cannot prove or disapprove what he claimed at this moment.
Yes and it added some. For example I love the fact that in the Engineer route I can chose just one buff that will increase my weapons without having to spend more on the tact skills for energy damage. I can use some extra points for tact the ones that I wouldn't be needing since I practically have unlocked my Science ulti (Yeah I know it may sound weird but I like the Ulti's >.<) while making Engi my secondary to go to skill.
Still not that much powerful but the changes for sci are decent enough for me.
Oh yeah that would be nice to actually have it that till you hit a confirm button you could alter your point layout till you feel it is just how you like it.
Can you post your build? I would love to see it, because unless you just didn't spend any points at all, what you are saying here is nearly impossible. I can see if players make a mistake of over investing in one thing and leave themselves short in another area, that's very feasible. But to spend all your points and get a reduction in every single thing is simply not possible. If you're really having this much of a problem, post your build and I'm sure we can help you fix it.
Personally, I did all my testing on Tribble prior to the update and all of my builds either got a buff across the board or they received very slight reduction in some areas, offset with improvements in other areas. My biggest hit to hull strength was about 1k and that character got a sizable buff in everything else. Tribble is still open for testing, don't waste your respecs on the live server when you can test at will for free on Tribble.
Sure they are! Look at Star Wars Galaxies! "Omg kids want jedi to be a playable class at start?! Okay! Zombies?@ Okay!" I'm with you on this, just felt like being sarcastic about a defunct MMORPG. However I wish this system would have been tweaked a bit more. Ah well. it is what it is.
Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
However I agree that the new revamp system is really harsh on anyone who hasn't already tested their build out on Tribble, to point of being unfair. You can't create a steep learning curve skill tree and then use that with a one-click purchase skill system.