Lt. Commander
Join Date: Dec 2007
Posts: 120
I would very much like the ground skill tree to become more balanced for each of the three character class specializations available, quoted below is how the ground skill tree is represented on the F2P Test Server (Tribble) and below that are the changes I propose.
Quote:
COMMON:
  1. Lieutenant:
    • Weapon Proficiency - Buffs ranged weapon damage.
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
  3. Commander:
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Combat Armor - Improves Armor.
TACTICAL:
  1. Lieutenant:
    • Grenades - Improves Grenades.
  2. Lt Commander:
    • Combat Specialist - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed); Bonus Crit Chance and Crit Severity.
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Squad Command - Improves tactical "buff others" abilities.
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
ENGINEERING:
  1. Lieutenant:
    • Demolitions - Buffs explosives damage, including Orbital Strike.
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Generators - Buffs placed generators.
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Medic - Improves all heals, including Hypo Devices.
  2. Lt Commander:
    • Physiology - Improves buff abilities.
  3. Commander:
    • Scientist - Improves debuff abilities.
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Particle Physics - Improves Science Damage abilities (not weapons).
I'm using a simple pattern based on promoting team play within this MMO, the pattern is below grouping all class specific skills in line with one another, and simply numbered making it easy for the reader to see which group within the pattern represents which tier of skills.
  1. Class Specific Buffs / to Group (CSB/G).
  2. Class Specific (CS).
  3. Class Specific Damage (CSD).
  4. Class Specific Crowd Control (CSCC).
  5. Class Specific De-buffs (CSDB).
Key:
  • Move up: ^
  • Moved down: v
  • Added (not on Tribble): *
  • Note for "Added" Skill: *
COMMON:
  1. Lieutenant:
    • Martial Arts* - Buffs Melee damage (armed and unarmed).*
    • Weapon Proficiency - Buffs ranged weapon damage.
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
    • Combat Armor - Improves Armor.^
  3. Commander:
    • Combat Proficiency - Bonus Crit Chance and Crit Severity.*
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Stamina - Bonus Run Speed.*
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Cybernetic Enhancement** - Bonus Chance to Dodge Half Damage of Ranged Attacks.*
    • Nanite Infusion - Bonus Health Regeneration.*
*Any humanoid entity, no matter what specialization they choose in their career, should be able to go down the gym and work on improving their physical fitness and strength, increasing Melee damage.

**It makes sense for future potential player Androids, or Bynar (who could have a Bynar pet follow for canon) and existing Liberated Borg or even just your average Officer as an option given the advances of 25th century Cybernetics.

TACTICAL:
  1. Lieutenant:
    • Squad Command - Improves tactical "buff others" abilities. ^
  2. Lt Commander:
    • Combat Specialist*** - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed, also stacks with Martial Arts); Bonus Crit Chance and Crit Severity (stacks with Combat Proficiency).
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Grenades - Improves Grenades. v
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
***Added a note stating that this skills bonus melee damage stacks with the bonus melee damage from Close Combat Specialist.

ENGINEERING:
  1. Lieutenant:
    • Generators - Buffs placed generators. ^
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Demolitions - Buffs explosives damage, including Orbital Strike. v
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Physiology - Improves buff abilities. ^
  2. Lt Commander:
    • Medic - Improves all heals, including Hypo Devices. v
  3. Commander:
    • Particle Physics - Improves Science Damage abilities (not weapons). ^
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Scientist - Improves debuff abilities. v

That's my feedback on the ground tree, I believe what I've proposed is logical, efficient and fair to each class, while also promoting team play plus making it a little easier for tactical players to survive and lastly allows for all class of characters to up their melee damage, CrtH / CrtD bonus and lastly, a couple of extra special optionals.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-23-2011, 05:41 PM
Overall I am a big fan of the reordering you have done.

As I have said, I'd personally like to see slightly more diversity in the ground skills. Maybe at the upper (or lower?) three ranks having two rather than 3 possibilities. Mostly because I like the idea of being able to spec a Sci, for example, but not having to take Medic. (sci =/= great healer)
Another example: Why does Orbital Strike get put with explosives? I use OS all the time, but never use explosives.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-23-2011, 06:01 PM
What I've proposed will give players 10 common skill choices that any class of character can spec into if they so desire and I brought the buff to armor down in price, just didn't seem fair to have it all the way at the top, especially when you consider hull and shield bonus skills cost the same as the personal shield bonus skill. Anyway I decided the whole "5 row" of skills looked good in the UI so added some more and the "added" skills range from "I think this is crap" to "I think this is awesome", so there's plenty of choice there for everyone. The first added skill also resolves the issue of "I'm a eng/sci, why can't I buff melee?" question.

Quote:
Originally Posted by gettorix View Post
Overall I am a big fan of the reordering you have done.

As I have said, I'd personally like to see slightly more diversity in the ground skills. Maybe at the upper (or lower?) three ranks having two rather than 3 possibilities. Mostly because I like the idea of being able to spec a Sci, for example, but not having to take Medic. (sci =/= great healer)
Another example: Why does Orbital Strike get put with explosives? I use OS all the time, but never use explosives.
Well this gives you plenty of diversity, from buffing melee, ranged weapon damage, to armor, shields, CrtH, CrD, thread/Dmg Res, mawr speed, res control, bonus dodge and bonus health regen... all available to all class of toon.

As for why do the devs do what they do question, well heck sure I'd love to know, but me like you, am not privy to that info. As for Orbital Strike, well tbf I think it's in their with explosives to give folks an incentive to use explosives and it's kinda the only eng skill that it fits in with, doesn't both me to much, I've got one toon who likes blowing things up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-23-2011, 09:41 PM
I think that the trees now may have become a little too focused. I think each captain type should have two lines of skills, plus a third general tree. That would alleviate some of the 'But my Sci captain isn't a meeediiiiicccccc'.... complaints... that people are voicing (even though what really makes the captain a medic or not is the use of medical kits, but I digress).

How the trees should be broken up, though, is beyond me currently. Something like two T1 through T3 skills and a common T4 and T5 for each captain type might work because I don't think there are enough things for 10 captain type specific skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-24-2011, 09:21 AM
I don't think the skill tree itself as it sits on Tribble even requires any adjustment, the big issue most are having is the loss of space points on dedicated space characters. The ground skill tree I like a lot, despite losing around 10% effectiveness in my preferred kit the added flexibility I've gained makes up for that; previously I was specced for ground and space so always ended up as a medic as it was cheapest to spec into, now I can run a more aggressive kit with no extra loss in effectiveness but can still run the healing kit if needed.
I can actually see more imbalances in your skill tree than I can see in the Tribble tree, especially in the added skills and with buffs being available long after the kits the skills are found on and damage buffs being available at higher levels than the resistance and heal buffs for Sci and Eng. That's good for Sci and Eng but not so good for the Tac that's got to break through those buffs without the damage buffs to do so.

Quote:
Martial Arts* - Buffs Melee damage (armed and unarmed).*
I couldn't agree to a universal melee buff as Science would also have access. They already have access to a powerful melee skill in Hypospray Dylovene so giving a further buff that Dylovene would likely take into account when in use would make them by far the most effective melee damage dealers, especially given that the Dylovene buff is also available from T1 whereas Tactical waits until T2 for the melee buff. Tactical is supposed to be the damage dealer so giving bonus melee damage to a class that on the same kit can out damage them and out heal them seems a little off.

Quote:
Cybernetic Enhancement** - Bonus Chance to Dodge Half Damage of Ranged Attacks.*
There's already a 75% dodge bonus available to all classes (the sprint dodge bonus) so adding another 50% passive would be a huge nerf to Tactical, the class which relies so heavily on energy weapons and kinetic damage. If that stacked on top of the sprint bonus that would be and 87.5% dodge bonus, I might as well not use my weapons.

As for the proposed skill tree changes, I can't say I like that too much. Grenades for example have no reason to be at T4 as they're available from the tutorial so putting the buff at T4 means I'd have to run 30 levels to even gain access to the grenade buff. Below Captain the Grenade kits would be worthless.
The whole proposal is very defensively oriented and would have Tactical constantly chasing the other classes until T5 where Tacs are able to buff their debuffs and finally allow them to crack those resists. A well played Sci can easily tank a Tac and beat him at VA where they both have there full range of skills, leaving Tactical to try and do the same thing but with half strength debuffs whilst levelling will really hurt them.
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