Path to F2P Dev Blog #18
View Single Post
Join Date: Dec 2007
Tribble Skills potential ≤ Holdeck Skills
11-09-2011, 08:56 AM
Originally Posted by
One last thing. Some of you may feel that you can't attain the levels you used to. Although the system is different, and it's not a one-to-one comparison,
for the most part, you actually can get more from this system than you used to
. The perception may be that you used to be able to, say purchase 9 points in a deflector skill, and buff a lot of my abilities. Now it looks like you have to max 3 or 4 abilities to get the same bonus. That is not actually the case. Before, when you bought a Deflector skill, it did affect a lot of science powers, but only a little bit (as low as 18). What you can do now is purchase 3 points in, say, Flow Capacitors, Shield Emitters, and Graviton Generators, and get 20 in each of those. Since your abilities take 3x the value from skills, that’s like getting 60 bonus that will affect 3 different types of abilities - far more than any single skill in the old system. And, yes, the skills cost 50% more, but there are half as many to purchase, which again is a net gain. What may be hard to get used to is that you don’t need to put 9 points in every skill you want.
With all due respect CaptainGeko (and a lot is due), the evidence would seem to point to the contrary.
First, please take a look over the feedback from my first posts,
, as most of the points made in them are still valid.
Second, this post contains the numbers and screen shots to back up my points made in those posts, and here.
Here's an example of an engineer-escort build I'm using on live:
STO Academy Skill Planner URL
It's important to note:
I'm able to max out all ship related skills.
I'm able to very nearly (1 point away) max out all my appropriate weapons skills.
I'm able to max out all my skills related to power levels (all 9 of them).
I'm still able to play around with some floating skill points, in this case slotted into in Ship Science.
I'm able to also make a very minimal investment into ground skills (Team skills only).
Now I'll grant you that this is a very space focused build, however, the attributes of such a build are simply not possible to duplicate with the current implementation of the skill system.
Here is the closest build I can come up with on Tribble to mimic the Holodeck skill choices:
Image of my skill loadout
As I'm flying an Engineering Escort, the build focus is on weapon damage first, engineering skills second.
One of the first differences I noticed is that because weapons took priority, my defensive stats suffered due to a lack of skill points.
Another issue I noticed is that it was FAR more difficult to get as many skills to rank 9, in comparison to Holodeck, which in turn meant fewer skills I could train my BOff's in.
I noticed that my weapon damage stayed the same.
Some heals became more powerful (Engineering Team and Miracle worker), while some became less powerful (Hazard Emitters and Aux to Structural Integrity).
Attack Pattern Omega's damage bonus took a big dive, but the defensive stats increased. It almost seems as if the Damage bonus is not affected by skill ?
Crit Chance and Crit Severity took a painful hit on Tribble.
Despite maxing out Starship Impulse Thrusters (the turn rate skill), my turn rate went down. Not too bad on an escort, but
From an engineer's perspective, all my class abilities on live get a boost from various engineering skills. On Tribble, several engineering skills require ship science skills to boost them. This is weird.
I can only Max out
(2!) skills at Tier 5 ! This is an abominable difference from live, and absolutely terrible from a BOff skill training point of view.
One of the two biggest nerfs this system has caused is that all the ship bonuses that were included in one piloting skill per level have been split up. We have to spend more just trying to get our ships to perform at an equal level to what they do on live. The other nerf of course is the well documented console nerf.
In the end, how does this compare to Live ? Here are some side by side screen shots of ship stats, skills, and weapons, etc. Same captain, crew, power levels and equipment. Keep in mind, I'm trying to give a “Big Picture” of the differences between live and Tribble. I'm not saying “OMG, this ONE ability has been nerfed/buffed!” This is the differences I've seen from Live to Tribble, due to how I have to spec differently.
Ship power levels (
AUX is low because I literally didn't have enough skill points)
Damage comparison from Dual Heavy cannons
Damage comparison from a Quantum Torpedo
Hazard Emitters 2 Heal (at 55 AUX power)
Engineering Team 2 Heal
Auxiliary to Structural Integrity 1 Heal (at 55 Aux power)
Rotate Shield Frequency
Attack Pattern Beta Stats
Attack Pattern Omega Stats
Here are links to pictures of Engineering skills requiring Science skills to improve them:
Rotate Shield Frequency
In addition, there is a painful difference in the skills I can train on Holodeck versus Tribble:
Picture of Trainable skills on Holodeck and Tribble.
With this evidence, how is it possible to claim that the Tribble skill system is mostly equal if not better than Holodeck ?
At best, the build on Tribble has slightly better heals (only in some cases) and Equal or worse performance in all other circumstances.
All this being said, I do appreciate the effort you're putting in to revamping the skill system. Keep at it ! I haven't done the Math yet, but I suspect if you scaled back the skill point cost to be equal to that of live, most of the issues I've raised of imbalances between the two systems will go away. I'll post once I can test out that hypothesis.
P.S. if someone can come up with a spec that better approximates what I can do on live, I'm totally open to revising this post where appropriate. At almost $10 a respec, I'm limited as to how much I can do, lol.