Please use this thread to post feedback and issues found for the new Temporal Defense Initiative Reputation
Temporal Defense Initiative Reputation
- The Temporal Defense Initiative will be established in 2769 and defends the timeline against attempts to alter our common history.
- Temporal Marks will be used to increase rank among the Initiative and can be earned in the following areas:
- Days of Doom Space Queue
- Badlands Battlezone
- Chroniton Buffers can be earned by participating in the Advanced and Elite versions of Days of Doom as well as the Badlands Battlezone to be used to obtain the elite items found within the reputation.
- This reputation is available for level 50+ captains.
- For Tribble only, the Drozana test console will have the items needed to help test this.
- For more details, please visit the Temporal Defense Initiative Reputation blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10019593-star-trek-online:-temporal-defense-reputation
Comments
the 7.5%bridge officer cooldown reduction is either buged or mislabeled . It's not a 7.5% cooldown reduction, it's actually a weak 7.5% power recharge speed increase and it' stack additively with the new readyness skill I made test . A captain with 100 skill point engineering readyness skill and that new trait have an EPtW cooldown of 35.2 sec (base 45 sec) That match exactly a 45/1.275 calculation. so yeah is actually equivalent to a 37.5 point boost to the readyness skils lines. A true 7.5% reduction to bridge officer power would have been worth it, but this a 7.5% power recharge increase, sorry but that's just weak with only 5 slot then rep trait must pull their weigh, this trait does half of what it says it does it need some fixing.
Second pet pev is the dot resistance trait, not a magnitude issue, more of a niche issue, . Borticus said on reddit that a LOT of dot in this game are not classified as dot by the game like grav well and tractor beam, (like really tractor beam is not a dot? WTF man) so I question the usefullness of that trait. since that knowledge isn't widely known by the player base then a lot of people will think will will protec them again stuff lke the voth dreadnaught grav well in the breach event when it actually does not.
-the visuals on the deflector and engines are pretty cool and fit the "rainbow" style of the temporal chroniton, the effects on the engines are the best thing of the set
-the visuals on the shields fit as well, but it's way too weird to be considered appealing. IMO, it's the worst shield design of all reputation shields, by far and I doubt many people will choose it for the visuals. The reflective, color-changing patches are too distracting and look like broken textures, the purple lines are too pink and the whole white-but-multicolored-when-exposed-to-light hull material is awkward at best.
Here's a Paradox without the visuals using the "Type 7" hull material:
Here's a Paradox with the shield visuals:
I'll agree overall. It's a beautiful set!
...
Except for those rainbow "patches." As saurializard stated, they look like bad bits of "missing texture" errors. If the patches are to be kept, perhaps there's a way to make them a bit more inconspicuous?
Love the faintly mother-of-pear sheen if I'm interpreting that correctly.
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
EDIT: Here they are. Enjoy your crying bandwidth:
Paradox
I have to wonder if the material would look better if it had a more lustrous/metallic sort of material texture to it that made it less dull/matte and more shiny/reflective. I say this because nothing says "Quality" quite like "cheap plastic toy from BANDAI" ...
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
If you're still in the mood to do some innovating with this Reputation track, the idea's been floated of adding a Secondary Deflector to possible Reputation projects. It seems quite fitting for the TDI's strong science-focus . The Secondary Deflector wouldn't need to be part of either of the sets (in the same way the Nukara reputation offers [Hangar - Elite Tholian Widow Fighters] without them contributing to a set bonus). Just a new option to fill a very specialized slot some ships have without having to craft or buy one through a Fleet.
If it needs some unique twist on the slot for pizzazz, maybe is adds a (small) percentage of Shield power to Aux, as it gathers and repurposes errant shield fluctuations.
What content/players were the stats on these intended for? Players also love their +crtd armour, it would be a good idea to place at least a little bit of that on the ground armour, even if it sacrifices other stats on the armour. Esp. since that will synergise well with the armour expert on the shields. The stats on stuff seem weak (PvE and PvP). But I imagine people will get them regardless of stats because they are temporal and temporal is awesome!
The +35 EPG on the singularity core is a lot more useful than the +35 warp core efficiency (which for those people who have 75 in all subsystems because of [amp] is I believe useless (since I think it doesn't even give you power beyond 75 (or 100 or whatever it is)) on the warp core. Though I mean I haven't had a romulan in a while, I forgot exactly how balanced singularity cores should be compared to warp cores. The only thing I remember about romulans is the singularity powers (don't remember what they all do) and the fact they have lower total power to provision to their power subsystems.
That hazard removal on the engines would be very nice against the borg, esp. if you are healing another person with hazard emitters and are afflicted with a borg hazard. I don't know what "when affected by" means exactly though. I first thought on activation of the ability, but then I don't see how that can work when someone is healing you (not sure though). So I am confused.
Dual Cannons are more popular than Dual Heavy Cannons now due to the fact the plasma exploders (from embassy) are per shot procs (I am one of the plasma exploder removal advocates (that has done no advocating)). And if you activate cannon scatter volley or rapid fire, even the UI will show the removal of the innate crtd of Dual Heavy Cannons (just tested it just now). So cannon users kind of feel a bit let down since a lot of these sets don't have Dual Cannons.
Also the fact that the torpedo is chroniton. Though thats not really the issue, more that I am guessing the torp and energy procs don't stack. And all the powerful torps in the game get most of their power from the super damaging procs. Which this torp has dosen't have. Though the set bonuses from the beam/cannon + torp + console set seem really nice. So it would have been nice if we got a moderate damage dot proc on the torp or something.
Does the +5sec bridge cooldown stack up to 5 times, or just once (or am I reading this completely wrong and is it separate from the proc).
Of course I have no idea what the ultra rare and epic mods are... Though based on the weapon power focus I would hope the warp and singularity cores would have [amp].
Of course people running this set are probably going to be all power to weapons, rest to aux (or placing a little more in aux while sacrificing a tad of weapon power). So regenerative shields seem to be a drawback there. Yes I admit I was more thinking PvP when I said that regeneration was underpowered. Given a long encounter in a ship without many heals: regeneration is useful (though I would have to do maths with shield power to determine exactly how much power is required for it to become useful). Thus in 1v1 PvP against an energy ship it is also useful. Shields in PvE are WAY more useful than PvP with the current state of the game. Only reason regenerative shields are used in PvP is for the set bonuses from borg and kobali sets (both which have regenerative shields).
The core teleport seems very useful for both PvE and PvP. The stealth is an interesting addition.
I think things like the increase in shield regen at low health are a good idea. Because people often complain about their shields not dropping. This lets them drop, makes it feel like you are taking damage, while at the same time protecting you from dying. Adding to the excitement. There doesn't need to be a max amount of foes that the set3 peice affects (unless that is for server/client/network performance reasons).
Of course I think this is more a PvE set, for energy based plasma explosion epg builds. Definitely good to have plasmonic leech.
I don't see counter-stroke being used much. Since well in PvE you hardly get affected by such things. And in PvP if you are, you are likely not fighting back within 5 seconds (sometimes might though, probably not worth using even in PvP).
Controlled Countermeasures seems fine (definately not as good as other stuff in PvP (assuming cat 1 or 2)).
Temporal Flux Dissipators seems underpowered in PvE and PvP. Not ever a reason to use this I don't think. Some other defensive rep traits are just better.
Not sure about the bridge officer recharge times one. Though my rule is: if I don't get recharge times down to at least pretty close to global cooldown, I don't use them at all (usually better things to slot) (though some ships (e.g. scimitar) benefit from them highly). Also in PvP if you die, well you aren't going to care so much about boff recharge times (e.g. the initial activations of boff activations is usually much more important) (you usually do care about captain and console and e.g. specialisation and set ones though). And in PvE I mainly care about offensive recharge times. Unless under some severe pressure and using heal abilities (e.g. Hive Space Elite).
Top ground PvEers don't like dual pistols, though I suppose variety is good. However: I like the sound of run speed, that is always nice to have.
The space console isn't very offensive, but I mean it looks okay (for PvE (shields not very useful in PvP anymore (prefer resilient shields to help with bleedthrough, set bonuses take priority though))).
Hmm, guess people will be trying to get that 5th activatible rep trait slot now (from fleet research lab). My tray is going to have a heart attack (really has room for only 1 more combat useful activatible (when I use 2 activatible consoles (as opposed to 0)))! And yes I use 4x10 == 40 slots (all the ones with inbuilt keybinds). The only thing I don't use (normally) is ramming speed (I currently have it off my tray).
Not sure what resists "hold target" in PvP for the 4 peice set bonus. But I don't think its going to be an issue even if not resistible since PvPers are going to avoid this set (well it does some desirable attributes for PvP drain builds, and e.g. the teleport can get you out of sticky situations in PvP) (though kobali and borg are hard to pass up for PvP). I can't comment on the damage of this either since no tribble access. But I smell lowness. It is also a bit weird that it says damage every 3 seconds for 3.7 seconds, does that mean that it only damages for 3 seconds (and only the hold lasts 3.7?)?
Having a bonus with tac, eng, sci team is weird, they are more PvP things. Its also rather sacrificial to be using them when not at low hull/shield (or to clear something). I have in the past slot sci team against subnuccing PvE enemies though. But I mean I don't think its worth it, esp. since iconian set clears debuffs every 10 seconds. Better way is to prevent the enemies from doing it (e.g. by rom rep cloaking, killing them first, etc). Esp. since I usually have hazard emitters on my PvE builds since borg (its bothersome to change to sci team). I sometimes find those enemies can do a lot of bleedthrough to my hull as well, even with iconian resilient shields.
I am sure the PvEers will appreciate more offensive set bonuses. But I did ask one of the devs, he says that this set is PROBABLY aimed at less high end players... And as I said earlier: "because they are temporal and temporal is awesome!"
And the rep activatible is available to everyone and has a low radius that shrinks so not a problem in PvP.
Note: I didn't comment fully on ground stuff, that is other peoples area...
Iconian Deflector has +5 shield power, perhaps add that or +5 aux power to this deflector.
That there's an option nigh-universally considered the best is a lot worse problem than something not conforming to it...
Warp Core Efficiency works off your base (subsystem sliders) power setting, not your final power setting.
They grant the same ability "Enhanced Chroniton Stabilization", so it'll stack (up to 5 times as indicated in the tooltip)
The Torpedo is actually going to be fairly powerful because the Proc gives Remaining Cooldown Time Reduction (like Aux2Bat and Conn Officer DOFFs) not Recharge Modification (like Readiness Skills and Krenim BOFFs). So each time it procs you get a flat [5% BASE Recharge Time] shaved off all your abilities - and the Torp Launcher has a 33.3% Proc rate.
Most Chroniton Torpedos have a 10s recharge time, but with PWO DOFFs and another launcher or two this can easily be brought down to 2-4 seconds. It could end up being quite a reliable means of extra cooldown reduction; and that's leaving aside the "Enhanced Chroniton Stabilization" buff. Realistically (with an average 3s cooldown and assuming that it doesn't activate multiple times on Torpedo Spreads) I'm making it a 84.76% chance of keeping 5 stacks up over 60 seconds, so you're likely to be getting +25% Turn rate/Flight Speed and +15% Shield Hardness from it.
Regarding the Cooldown Reduction (again assuming a PWO setup with an average 3s cycle time):
Abilities that recharge in 30s like Tactical Team, CSV, BFAW and APB will get 1.5sec shaved off per proc.
Abilities that recharge in 60s like Gravity Well, Feedback Pulse and APO will get 3sec shaved off per proc.
It looks to be part of the proc but seperate to the "Enhanced Chroniton Stabilization" ability granted by the proc.
In other words, every time it procs you get a Stack of "Enhanced Chroniton Stabilization" AND 5% shaved off your recharging Bridge Officer abilities... but "Enhanced Chroniton Stabilization" only stacks up to 5 times.
The Predictive Decay Algorithms (2 piece) – Passive states that it grants the following effect:
"Increase strength of Damage over Time effects"
Question: Is the 'Omega Kinetic Shearing' trait included in this? (Omega Kinetic Shearing: Torpedoes and Mines deal an additional 40% of their outgoing kinetic damage as a shield-penetrating DoT over 6 seconds.)
If so, this might be a nice way to keep Mines/Torps competitive. I know that the lingering Plasma DoT from a lot of Torps is broken and needs a fresh look (the numbers inflicted are very low in normal mode and ridiculously low in High Yield mode) but the OKS trait is working fine and used on basically all endgame torpedo builds.
Any power that does its damage as a % of some other damage, such as Omega Kinetic Shearing, Recursive Shearing, or Concentrate Firepower, cannot have its damage scaled in any way so that you do not double dip on damage buffs.
Not the answer I was looking forward to exactly, but thanks for the clarification!
Nice. That means that stuff like 'Gravity Well' and 'Eject Warp Plasma' should be affected.
Slight further clarification then if you'd be so kind: Borticus commented on reddit here that there were specific differences between Activated and Attached abilities - is this still the case? e.g. Does the DoT from the Particle Emission Plasma torpedo (which I assume is an Attached Hazard) or the Agony Phaser proc (which I assume is an Attached DoT) - get affected by Predictive Decay Algorithms?
Thanks again!
This seems promising, but are there still examples like the exceedingly common Omega Kinetic Sheering that specifically call themselves a DoT that are not affected by Predictive Decay Algorithms? The language problem exists at both ends of the interactions. You might need to scrub some of the DoTs that aren't DoTs to make the whole thing line up from a player-side perspective .
Paging @crypticrock . Dude, come up with a new 2nd deflector with an awesome science focused proc. Science players would love one.
Omega Kinetic Shearing is an exception, and not in need of re-writing rules for. This is simply because its effectiveness is equal to a proportion of the damage that triggers it. Allowing this to additionally be affected by damage enhancements would create a "double-dipping" situation, since the original damage was already subject to enhancements.
Cryptic - Lead Systems Designer
"Play smart!"