Given that the traits are supposedly balanced around each other, were you to nerf Accurate/Elusive...you'd have to nerf all the other traits as well. Would people still get over it?
Yeah because +10% accuracy is balanced as a trait to getting +10 in hull repair skill. Or efficient for that matter with current (and soon to see) power levels.
Fact of the matter is pretty cut and dry. None of the traits are really balanced in a direct comparison to one another. Accurate/Elusive however are borderline game changers and 'must haves' for everyone and now is the perfect time to take them down a notch.
They cannot simply remove them, there are barely enough space traits as it is.
The traits that enhance Captain-level abilities only show up in the list when you're filling in the level 40 or level 50 trait slot. I put a level requirement on them so that people didn't choose a trait that did nothing at level 10, 20, or 30.
Originally Posted by atatassault
What hawk means is that as you select traits, you fill up the Level 10, 20, etc Slots before you get to the slots that allow you to select the Captain-power enhancing abilities.
IMO, it would be better to display the Locked Out Traits with a blurb on it saying "Level X required" rather than not display it all until you meet the prerequisite.
I agree with atatassault. The current implementation is confusing. The traits should be visible but locked (with an explanation) until you reach the appropriate level.
There is no point in giving us choices, if we are all forced to choose the same thing. There are not enough career trait options to consider against each other. There arent enough space trait options to choose from. The only 'choice' is whether or not you want to choose space, ground, or a small mix of both. There are plenty of ground traits, but my level 50 fed can take EVERY SINGLE SPACE TRAIT. This is a problem because most people prefer space combat over ground, yet anyone who makes an all space build is going to have all the same traits as everyone else with that same career path.
Long story short, Cryptic, we need more space traits, a lot more. Both general traits and class specific traits.
When you get focus fired by another coordinated team, +10% defense is not going to save you - your team will, or they won't.
That logic could be extended to everything.
Originally Posted by tpalelena
Its not a false choice. Stop thinking PVP all the time.
Its a nice accuracy and defense boost for PVE.
That is a benefit I want. If you people dont want it, dont use it.
I don't PvP.
A false choice is when something is so amazing you would be a complete idiot not to take it. Sure I can tank tac cubes without EPtS or Tac Team. Why on earth would I want to make the content twice as difficult on myself by doing so?
Accuracy becomes crit in PvE. Defense becomes damage not taken. Both are amazingly strong especially when compared to the alternatives. Bah this is still not the point I'm trying to get across let us try again.
If you offer a reward at the completion of a mission and one reward is worth half as much as the other but is labeled in a way that will confuse many that would make the act of choosing a reward a false choice in my book.
At the same time if you offer ability A that doubles my survivability and ability B that merely increases it sometimes by half I do not view that as a choice. But to each their own.
The main problem in balancing the traits is still building synergies: Astrophysicist may be one of the low-effect-traits, only if it (and the flow-capacitor-skill itself) becomes a weapon, then you might be able to get the real 10%-effect. So, it is just a good trait if you are using the Omega-Space-Set and the plasmonic-leech-console.
The problem about the plasmonic-leech-console is, that it's currently only available to KDF-characters.
So, we've got a few traits that really effect everybody directly (like "Accurate", "Elusive", "Peak Health" or "Lucky" for example), a few traits that apply only in specific circumstances (that you can't really calculate, "Astrophysicist" for example) and we've got bad jokes like warp-theorist (that you can calculate).
But the worst thing about the trait-revamp is that the developers seem to be not interested in feedback. Ok, they opened a Thread and asked for feedback, but they didn't offer any reward for doing so and they didn't reply to the Thread in the last 10 days.
It would have been so easy to say: "Come here, take a look at this, leave a comment and we'll send you a Dilithium-Mining-Claim (or something similar, that rewards you for the time) via mail on Holodeck". When this trait-revamp goes live, people will complain, this thread will be Cryptics excuse "There wasn't enough feedback".
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
I'll leave others to debate the relative merits of the other traits, since they do affect everyone. My thoughts on how the space traits affect the Warbirds:
1.) Elusive: Very disappointed to see it wasn't available, but (even if nerfed as suggested) it would be mandatory for anyone wanting to use the battle cloak; when you deliberately drop your shields in combat, you want all the defense you can get. Besides, aren't Rommies supposed to be sneaksy?
2.) Accuracy: I wasn't really sure that it was relevant to Romulans, but as someone pointed out, bonus accuracy becomes crit chance, and that's very Romulan (precision strike after popping stealth). Good to see on the list.
3.) Conservation of Energy: <3 LOVE! <3 During the time I'm uncloaked and picking up singularity charge, I'm also getting my three stacks of +10% damage, making Plasma Shockwave much more damaging, and FINALLY seeing NPCs chewed up by Tractor Beam Repulsors the way I do when they're used on me. I'm looking forward to getting my Mogai Retrofit so I can pack more exotic damage in. (I blasted them with SCIENCE!)
4.) Photonic Capacitor: Photonic Fleet, ESPECIALLY with a reduced cooldown, should provide valuable cover when cloaking (in addition to its usual added DPS and tanking). How Photonic Fleet interacts with the cloak will determine the actual value of this trait; if the fleet vanishes when I cloak, that's bad. If the fleet vanishes when I leave combat because I cloaked, that's not so bad. If the fleet keeps me in combat while cloaked, that could be good or bad depending on the circumstances, but probably closer to good. Pushing my levels now to find out.
5.) Engineer battery trait (whose name apparently has the Elusive trait because it's totally eluding me atm): Given the inherent power penalty for Warbird, but also given that they all come with AT LEAST 3 device slots, I can expect to be using batteries in pinch spots frequently, and the extra power bonus to other systems will definitely help cover that. Since it also adds during EPtX, if I slot the Maintenance Exocomp and a purple Warp Core Specialist DOff, I could get quite the power spike from this trait. Well worth it.
6.) Miracle Worker reset trait: Less useful than Photonic Capacitor, but would add a much appreciated level of survivability to my eng captain in Elite STFs, where one-shot-invisitorps fly freely.
No real comments on the ground traits.
Regarding the UI, I agree that traits you're not yet eligible for should show up greyed out so you can plan ahead with your trait choices.