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-   -   skill tree is f'd up (http://sto-forum.perfectworld.com/showthread.php?t=243263)

Archived Post 12-04-2011 02:14 PM

skill tree is f'd up
 
so i took points from internal dampiners and ended up making my gravity well weaker. nowhere does it say this effects that. what the hell! i wasted a respec token on this garbage

Archived Post 12-04-2011 03:23 PM

Quote:

Originally Posted by matteo716 (Post 3888892)
so i took points from internal dampiners and ended up making my gravity well weaker. nowhere does it say this effects that. what the hell! i wasted a respec token on this garbage

That is messed up. SS ID is only suppossed to help resist to holds, stuns and similiar.
It doesn't highlight as a required power in Attillo's skill planner fro GW.

Quote:

Starship Inertial Dampeners

This skill grants your Starship resistance to Hold, Disable, Knock, and Slow effects. For instance, you will be slowed less from Tractor Beams; your ship will not be pushed, or 'knocked' as far from Repulsor Beams or Photonic Shockwave; and you will be disabled for much less time from Viral Matrix, Charged Particle Burst, or Tricobalt Devices.

Archived Post 12-04-2011 03:32 PM

Quote:

Originally Posted by Roach (Post 3888983)
That is messed up. SS ID is only suppossed to help resist to holds, stuns and similiar.
It doesn't highlight as a required power in Attillo's skill planner fro GW.

right, but sure enough i re-re spec'd and put points back into it and my grav well 3 went back from a -.51 to a -.67 repel.

Archived Post 12-04-2011 03:49 PM

Bug report that. This would actually explain quite a lot, why people were reporting GW was massively OP on tribble. The repel definitely isn't supposed to scale that high.

If you just skill up graviton generators, you should only end up with maybe a -.55 repel at most with GW 3.

Archived Post 12-04-2011 04:09 PM

Wait until you hit Vice Admiral and can't even spend all of the points you've accrued. It happened to us on Tribble, I think I had over 100 skill points left that I could never spend because nothing costs 100 points anymore.

All they've done is "streamlined" the process by removing a lot of skills and combining several into one skill. Since there are less skills, they charge more for them. So, you have to take it for what it is. It's a mess, but so was the old system. What they really need is better skill trees, like a lot of other MMORPG and regular RPG games have. (most have skills that cost one point or a few points, but you have to buy skills to unlock them) However, I doubt that's coming in the near future.

Archived Post 12-04-2011 04:22 PM

The free respec we all did after S5 went live would have gone better if the system opened up all levels the character was authorized to rank in.; that way we could have put points in the most important areas first and then focused on secondary and tertiary areas. As it played out, you had to waste points in some areas just to get the next level to open up. Additionally, the cost increase, made it more difficult to predict how many points you would have by the time you got to your current rank level. I too think that the cost increase was too much; I can understand a little extra, but not the amounts at the higher ranks (Capt and above).

Archived Post 12-04-2011 04:25 PM

What do you expect? The respec tokens work as they always have, which is jacked up. Like I said, they really haven't fixed the skill trees, which is more apparent when you have to respec.

Archived Post 12-04-2011 06:57 PM

Quote:

Originally Posted by matteo716 (Post 3888892)
so i took points from internal dampiners and ended up making my gravity well weaker. nowhere does it say this effects that. what the hell! i wasted a respec token on this garbage

I can also confirm that the Skill tree isnt really working like intended.
As for what we could EXPECT from the skill tree, alot of it is just plain and pure 'cnp' (like mikey would state it) work which probably made the work of the devs a little easier :)

- Internal Dampeners Tier 4 skill hardy does anything, in fact when I specced into this I was still being thown like 13KM away with TBR. So if thats the case I doubt it has any effect, more like.. reversed effect. lol
Furthermore 4 second shockwave stuns do not seem to be reduced in length either. I notice very little, if nothing from being tractored by someone skilling this up to 9.

- Subsystem Repair Tier 2 skill is just copy and paste work from cryptic, afaik it still doesnt do anything to affect the duration of Target Subsystems, at least it wasnt noticable in my initial tests. I havent tested phaser procs but I doubt it will go from 5 seconds to 3~ which could be accepted as a reasonable resist. In addition its very unlikely this is based on the Alive Crew amount since I hardly, if not see no fluctuations in the duration depending on my alive crew.

- Kinetic/Energy Resistances arent worth speccing in at all in my opinion.

- TSS is overly powerful and TSS3 would probably quadruple heal your shields all the way from 0 to 100, 4 times lol. I doubt this was intended. (just a sidenote)


And now for the people who have already spent 20/30 emblems on a toon before F2P hit, because of the hilariously noobscribed skills in there or some which were half broken, the expect us to respec in 1 time without making a single error, and errors and flaws in the new skill tree like these have to be taken for granted.

Imo we should al deserve at least 5 respec tokens to make up for the possible damage, ive already spent 3 respec tokens again since Season 5.

Season 5: Call to Moneygrabber!

Anyone else have anything to say?

Archived Post 12-04-2011 07:43 PM

Quote:

Originally Posted by Marctraider (Post 3889183)

- Internal Dampeners Tier 4 skill hardy does anything, in fact when I specced into this I was still being thown like 13KM away with TBR. So if thats the case I doubt it has any effect, more like.. reversed effect. lol
Furthermore 4 second shockwave stuns do not seem to be reduced in length either. I notice very little, if nothing from being tractored by someone skilling this up to 9.

?

well duh thats cuz acourding to my tests internal dampeners actually is translated into "more suck".

everything seems a hit or miss, me and my friend linty had very similar sci skill tree spec and had charged partical bursts that were almost 1000 in difference. same captain traits and ship gear.

come on cryptic... what the hell...

Archived Post 12-04-2011 08:11 PM

Quite a few powers were changed in strange, unexpected ways with season 5. TSS being 2-3 times as strong as before is just one. Tractor beam repulsors is exactly the same whether its rank 1 2 or 3. Feedback pulse is back to its old super power >100% return rate. There are also many other issues of course.

The tractor/repel resist issue is not really new I think. I don't think the Breen engine (or whichever part it is) has ever actually done anything either. It certainly doesn't work now.

But the power changes don't really have to do with the skill tree itself. Nothing in the tree should have changed how powerful they were.


My issues with the tree remain. It doesn't allow any actual freedom to switch ships outside your class. Even within your class it is far more restricting since you have less ability to spec for a wide variety of BOFF powers. I gave up speccing for attack patterns on my sci ship, which sucks because those are nice to have.

It certainly doesn't allow more freedom for science ships especially to change BOFF powers unless you are insane and spec for all of them. It is also exceedingly punishing to any science ship that wants to spec for Viral matrix/PSW or scramble sensors (and someone smack you if want to spec for both like you used to be able to).

It also doesn't help that the new counter skills to science powers are generally low rank or at least lower rank than the power that inflicts said debuffs. VM at tier 5 and subsystem repair at T2 is atrocious. Granted, the counter skills give a questionable benefit in any case, but assuming they get that worked out, it really isn't fair to basically have science ships making the same sacrifices as everyone else, speccing for science powers no one else does, yet non-science ships can go spend points for the anti-skill which is generally cheaper, effectively making a science ship act like they didn't spend as much as they did.

Escorts make out like bandits, though, since with the Borg console and enough ranks into warp core potential, you can hit 125 weapon power, meaning they don't need weapon performance at all, which is a huge savings that can go all kinds of places. Even aux-focused science ships probably don't really want to do that, and can't quite do that since the Borg deflector is broken and gives an embarrassingly useless +1 aux power.

I wouldn't call hull resists useless, myself, but they are far more expensive than they used to be, that is for certain. I like to live longer, and that is one of the few skills that lets me do that.


My escorts feel at least as powerful as before, and certainly make out far better in this tree than other ships. My cruisers aren't too bad off, but definitely had to make a few sacrifices. And my RSV I am incredibly frustrated with because I can't run the VM/PSW combo I used to without sacrificing far too much for disproportionately under-performing powers. It's not worth the skill investment to skill up subspace decompilers, not for the underwhelming benefit it gives, and even if it were, where the heck am I supposed to get points for it from?


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