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What new changes do you want changed in the upcoming season

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  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    > @shinku#4469 said:
    > I like to see a diving mission to explore the depths of an ocean planet.

    That's a good idea. I would like to see the map on Risa expanded.
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    Flaming/Trolling comments moderated out.
    Post edited by baddmoonrizin on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    Flaming/trolling comments moderated out.
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • feiqafeiqa Member Posts: 2,410 Arc User
    By diving you mean as in character or by submarine? I could get behind either. Though adding swimming to what our characters can do would be sweet.

    Originally Posted by pwlaughingtrendy
    Network engineers are not ship designers.
    Nor should they be. Their ships would look weird.
  • shinku#4469 shinku Member Posts: 164 Arc User
    edited August 2017
    > @feiqa said:
    > By diving you mean as in character or by submarine? I could get behind either. Though adding swimming to what our characters can do would be sweet.

    I was thinking of both, but I would like to see the character swim. We already got fluidic space, so the code is there already.
    The EV suit could be the diving gear. You could explore some underwater cave to search for artefacts.
    lucky_star_trek_by_primantis-d389ufa.jpg
  • redvengeredvenge Member Posts: 1,425 Arc User
    risian4 wrote: »
    For the ground revamp: currently there is too much dumb stuff that boosts damage too ridiculous extent and it doesn't even require thinking, especially for tacs.
    Tactical characters have solid single target damage. Science characters had their AoE damage significantly boosted and they can easily out-perform Tacticals in many scenarios. I think a better solution is to boost Engineers.
    risian4 wrote: »
    Some stuff that should be reworked: Battle Strategies, Trajectory bending, Introspection.
    Battle Strategies needs a reason to be slotted at all. It is outperformed by many Tactical, Specialist and even Universal kit modules.

    Other kit modules need some love as well. Anesthizine Gas and Stasis Field both suffer from the "fragile hold" mechanic that more recent Control powers don't have. Melorazine gives a large damage resistance boost, but has a very long cooldown. Since murdering NPCs is usually more effective at reducing damage than boosting your resistance, Melorazine is not worth a slot compared to lower cooldown powers that eliminate multiple NPCs.
    risian4 wrote: »
    Getting buffs for just maintaining your own position is dumb. Battle Strategies should at least require the player to do something, the idea is that by holding on to a strategy, you can boost your damage potential. That should not work if you're just standing still or randomly walking around. Same for trajectory bending, it's too easy free damage.

    Either make it such that this stuff has some downside, or have them share cooldowns. Just mindlessly clicking a dozen buffs (or abilities in general) shouldn't always be beneficial when there's already next to nothing you have to do to make it work at all.
    While overperforming powers (and some synergies) have been adjusted, the uptime of many of these powers creates a very small window (10 seconds if you use a macro) in which all of them are active at once. If you want to use them all at once, you are limited by the longest cooldown. It's far more efficient to cycle between 2 or 3 of these powers (and consumables like Large Energy Cells). Massive damage spikes every 40-60 seconds may be an issue in PvP, but I don't see the problem in PvE.
    risian4 wrote: »
    Perhaps also add some hard cooldown to medic heals such that you can't keep spamming those.
    The big heals, such as Triage and Metaphasic Rejuvenation already have long cooldowns. Nanite Health Monitor has a shorter cooldown, but only heals in targets within 5 meters (though you can cast it on more distant targets). Medical Tricorder and Vascular Regenerator have very short cooldowns (it is possible to have 100% uptime on Vascular Regenerator) but they require line of sight (so stop running behind platforms when I am trying to heal you, damnit).

    You are not going to complete content by loading up on heals. I prefer to slot AoE damage powers that reduce damage output. Neutronic Radiation and Chronometric Diffusion for example. An ounce of prevention is worth a pound of cure and all that.
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    > @coldnapalm said:
    > Flaming/trolling comments moderated out.

    :D
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • hyppiklingonhyppiklingon Member Posts: 1 Arc User
    > @monodoso said:
    > I know I have seen a thread mentioning this, but I can't find it. So I am sorry if this posted again.
    >
    > The changes I would really like to see are the following:
    >
    > 1. A increase from Level 60 to maybe Level 75 or more.
    > 2. Of course more content.
    > 3. Our Bridge Officers increase more in rank, than just Commanders.
    > 4. Be able to list more than 40 items on the exchange.
    > 5. Reduce the cool down times on the STF's.
    > 6. Fix the accolade system, so we can fulfill older ones that most players still have in limbo.
    > 7. Now that all factions are not at war. Why not Klingons beaming down to Earth Space Dock and Fed players beaming down to the First City.
    > 8. More slots in all the ground, space, and personal traits. The same for the space and reputation traits.
    > 9. Increase the amount of dil we can refine.
    >
    > Just a few ideas. What do my fellow players think.

    the only four i'm going to comment on are as follows,

    1. I think this is a bad idea as it does not serve any purpose other than give the captains a number, Fleet Admiral is about the
    highest Naval military rank used in STO(FED and Romulan side) and Emperor(KDF).
    5. As was noted by another member people are not playing STF's as before. I feel this is due to the difficulty of cross-faction
    teaming without creating private que's. I know this task had a benefit if the past which allowed the teams to stay together after
    the STF was completed and had no cool-down for private Ques
    6. This would allow allot of us try to work on completing these and might even bring some players back into the game.
    7. Since players at approximately level 52, start running missions side by side with the KDF/FED why not put a code similar to the
    one for bug hunt where you must complete a specific mission to unlock the ability to team FED and KDF captains to run the
    missions after we find K-13. In addition to this mission teaming ability we should be able to do open teaming, once all captains
    that have completed this mission, for all STF missions that are not faction specific.
  • risian4risian4 Member Posts: 3,711 Arc User
    redvenge wrote: »
    risian4 wrote: »
    For the ground revamp: currently there is too much dumb stuff that boosts damage too ridiculous extent and it doesn't even require thinking, especially for tacs.
    Tactical characters have solid single target damage. Science characters had their AoE damage significantly boosted and they can easily out-perform Tacticals in many scenarios. I think a better solution is to boost Engineers.
    risian4 wrote: »
    Some stuff that should be reworked: Battle Strategies, Trajectory bending, Introspection.
    Battle Strategies needs a reason to be slotted at all. It is outperformed by many Tactical, Specialist and even Universal kit modules.

    Other kit modules need some love as well. Anesthizine Gas and Stasis Field both suffer from the "fragile hold" mechanic that more recent Control powers don't have. Melorazine gives a large damage resistance boost, but has a very long cooldown. Since murdering NPCs is usually more effective at reducing damage than boosting your resistance, Melorazine is not worth a slot compared to lower cooldown powers that eliminate multiple NPCs.
    risian4 wrote: »
    Getting buffs for just maintaining your own position is dumb. Battle Strategies should at least require the player to do something, the idea is that by holding on to a strategy, you can boost your damage potential. That should not work if you're just standing still or randomly walking around. Same for trajectory bending, it's too easy free damage.

    Either make it such that this stuff has some downside, or have them share cooldowns. Just mindlessly clicking a dozen buffs (or abilities in general) shouldn't always be beneficial when there's already next to nothing you have to do to make it work at all.
    While overperforming powers (and some synergies) have been adjusted, the uptime of many of these powers creates a very small window (10 seconds if you use a macro) in which all of them are active at once. If you want to use them all at once, you are limited by the longest cooldown. It's far more efficient to cycle between 2 or 3 of these powers (and consumables like Large Energy Cells). Massive damage spikes every 40-60 seconds may be an issue in PvP, but I don't see the problem in PvE.
    risian4 wrote: »
    Perhaps also add some hard cooldown to medic heals such that you can't keep spamming those.
    The big heals, such as Triage and Metaphasic Rejuvenation already have long cooldowns. Nanite Health Monitor has a shorter cooldown, but only heals in targets within 5 meters (though you can cast it on more distant targets). Medical Tricorder and Vascular Regenerator have very short cooldowns (it is possible to have 100% uptime on Vascular Regenerator) but they require line of sight (so stop running behind platforms when I am trying to heal you, damnit).

    You are not going to complete content by loading up on heals. I prefer to slot AoE damage powers that reduce damage output. Neutronic Radiation and Chronometric Diffusion for example. An ounce of prevention is worth a pound of cure and all that.

    Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed. Melorazine has a very short cooldown btw, less than 10 seconds last time I used it.
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Unnecessary flaming post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited August 2017
    -A storyline featured around the Sheliak. While the Sheliak only appeared in one episode of TNG, they were hyped up as something of ab ig deal, having been able to get the Federation to cede over 500,000 worlds to them after some conflict, something no other race has been able to really do to the Feds.
    Actually it's 500,000 words, not worlds. Yeah, because the Sheliak insisted on a level of precision in the treaty stipulations that required almost 400 lawyers to write the treaty. also it's not stated exactly how many planets, though most are class-H.

    Even so I'd love to see what the Sheliak think of recent events. :D
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • risian4risian4 Member Posts: 3,711 Arc User
    I was wondering how the Federation could cede 500.000 worlds. I was really hoping that was a mistake :)

    More species (be it Sheliak or others) are always a good thing. Hopefully not just as enemies though, it would be good to see more friendly species every now and then too. As long as they're not like the Kobali. Deferi were interesting, and there are still some fractions within species (like those opposing Doctrine, or other Undine factions) that could be part of a new storyline. Or just one episode or other type of mission, that'd also be great.
  • redvengeredvenge Member Posts: 1,425 Arc User
    risian4 wrote: »
    Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed.
    Stopping damage with your face is not a winning strategy. You need to deal damage as well.
    risian4 wrote: »
    Melorazine has a very short cooldown btw, less than 10 seconds last time I used it.
    You are correct. I also wrote "Anesthizine Gas was a fragile hold" (it's not). I managed to mix up parts of Dylovene with Melorazine, though I don't know why I thought Anesthizine was a "fragile hold".

    ... anyways, there are modules that could benefit from another look.
  • risian4risian4 Member Posts: 3,711 Arc User
    redvenge wrote: »
    risian4 wrote: »
    Medic modules allow for quick self regeneration to the point that it's ridiculous. That's mainly my problem with them (even though I've been playing medics for a long time). Not so much that they can heal others on the team, there they have some drawbacks indeed.
    Stopping damage with your face is not a winning strategy. You need to deal damage as well.

    Yes that's true, but if just two modules (NHM and Medical Tricorder) can make a player almost invincible in most content, then there's something wrong with them imo. It still leaves three slots to deal damage after all (and quite a lot too).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Reaction to a moderated post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • redvengeredvenge Member Posts: 1,425 Arc User
    risian4 wrote: »
    Yes that's true, but if just two modules (NHM and Medical Tricorder) can make a player almost invincible in most content, then there's something wrong with them imo. It still leaves three slots to deal damage after all (and quite a lot too).
    You know it takes more than just slotting Nanite Health Monitor and Medical Tricorder. Player experience, allocated skill points, equipment and consumables all play a role in making a Science character invulnerable in the hardest content.

    I think all the parts of the synergies involved should be scrutinized. Simply reducing the effectiveness of some heals is just going to hurt those who use less efficient synergies.
  • bloodyrizbloodyriz Member Posts: 1,756 Arc User
    edited August 2017
    [Reaction to a moderated post removed]
    Post edited by jodarkrider on
    signature.png
    We come in peace, SHOOT TO KILL!
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Reaction to a moderated post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Reaction to a moderated post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Unnecessary flaming post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Reaction to a moderated post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
  • grendelthewise#0990 grendelthewise Member Posts: 640 Arc User
    edited August 2017
    [Unnecessary insulting post removed]
    Post edited by jodarkrider on
    Fleet Admiral of the U.S.S. ATTILA KHAN-CDA (NX-921911).
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