Captain
Join Date: Jun 2012
Posts: 1,578
# 221
04-19-2013, 11:46 PM
Quote:
Originally Posted by atatassault View Post
I feel the Engineer Fabrication trait is weak. I dont find my pets dieing very fast, and the cooldown on the fabrication powers is short enough that if they do die, its not a big deal.

Instead, what if the trait increased the utility of each pet? Say Seeker drones gain suppressing fire, Support Drones gain medical tricorder, Mortars shots having a decreased travel time, Phaser/Disruptor Turrets gaining an expose chance. Though the Medical and Shield generators probably should get the increased damage resistance as it is now, since they tend to get targeted and destroyed very quickly.
The trait also does nothing for engineers who prefer mines and bombs. Essentially, the trait is not designed with multiple kits in mind.
Ensign
Join Date: Jun 2012
Posts: 10
# 222
04-20-2013, 06:35 AM
Someone earlier in the thread mentioned telekinesis is gone, is that true?

I hope not, that was my favorite one.
Career Officer
Join Date: Jun 2012
Posts: 5,914
# 223
04-20-2013, 03:02 PM
Just did the Tour the Galaxy Race to try for that "Well-Traveled Trait".

Said I got it after completing 1 lap, but there was nothing in the Trait Selections, nor was there any BUFF Icon signifiying it was active.


Also, why did this just take a Respec Token? They should be seperate Respecs!






Quote:
Originally Posted by velzandar View Post
Someone earlier in the thread mentioned telekinesis is gone, is that true?

I hope not, that was my favorite one.
Yeah, I liked that Trait.
NO to ARC!

Season 9.5 = STO's NGE is Here! Welcome to the Grind!

New Crafting = It's not Crafting, is an overblown Reputation System.
Career Officer
Join Date: Jul 2012
Posts: 372
# 224
04-21-2013, 07:46 AM
I just took a look at the new traits and well, some things are good, others are really bad ideas:
- The most mixing of traits to the new species trait is good for most races I play, except for the Andorian: Fury wasn't a required trait, but it got mixed into the new species-trait. Some people dislike Fury, because you can draw aggro with it, when you are allready nearly dead.
- The science traits are - compared to the tactical traits - a bad joke. Even if you've got 3 charges on the space-trait "Conservation of Energy", you are unable to hit somebody hard. It would be much better, if we'd get something like Tetryon Glider instead of this.
- The tactical space trait sounds a little bit like "tanktical", you can get about 10% critical chance, the typical Escort/BoP Setup uses AP to get Bonus critical damage and then these tankticals also get something like a defense-bonus?
- Techie and Warp-Theorist are those typical bad traits, that you wanted to compensate, let me compare them to Elusive: Elusive means you get hit less and it also reduces critical hits from Bonus-Accuracy, so you get at least 10% less incoming damage. Techie allows you to heal your hull about 10% faster (passive regeneration) and heal your hull better with abilities, but it's still a minor advantage. Warp-Theorist gives you an incredible boost to all your powerlevels of about 0.5 + a very minor advantage when you are using emergency-power-abilities or EPS-Power-Transfer. Mix those two traits into 1 trait and we - the players - won't laugh so loud.
- Astrophysicist... Well, does it provide a 10% buff to all your energy-drain-abilities (even if fully speced)? Is it somehow competitive to Accurate? - No, it is not. The Bonus to Sensor-Scan or Fire-on-my-Mark is useable every 2 or 3 minutes.
- "Resilient" how is it compareable to "Peak Health"? If I understood the formula for resistance correct, this trait gives you a maximum of (500/105)% = 4.76% resistance to physical and energy-damage, thanks to the reduction through top-gear this bonus decreases. Compare that to 10% additional hitpoints and another bonus-effect.

Well, when you are down to 9 traits in total and everybody can choose 9 of them, then the game is balanced (at least the traits).
First one half of the so called Community complains: "Give us instant access to all veteran rewards, for going lifetime.", then the other half of the same Community complains: "I've earned 1000 Day membership, I want a special reward.".
Stop complaining, if it is enough for you, you could have the "Captains Table" for the real veterans, I don't want access to another dead social zone...

Last edited by torsten1009; 04-21-2013 at 10:05 AM.
Career Officer
Join Date: Jul 2012
Posts: 372
# 225
04-21-2013, 10:01 AM
I tested a little bit more... I've created a new character and I was forced to take this new character with the preselected traits you chose, not a good start. You should expect everybody to think: "I know better what I'll need, then Cryptic/Perfect-World does...", so everybody will directly use a respec-token to clear the selection you made.
And this makes me a little angry: Once you hit that button "respec traits", you are not asked again, if you really want to use a respec token... And you can't choose new passives from the Reputation-System or Reskill, if you use that button. Here you've got to do a little more work.

The adaptive ground shield trait for engineers works great, I want that for my SCI in space... Maybe increasing on sensors-skill, countermeasure-systems and shield-powersetting. That would be nice, if a tactical officer on an Escort can't get a shield-facing down ...

What's about our Bridge-Officers? They've got still the old "unbalanced" traits... Will they be upgraded to the new trait-system, do we get random traits we don't want to have on them, will we need to spend reskill-/retrait-tokens on them to make them a little more usefull? Will only premium Bridge-Officers get new traits or just newly bought Bridge-Officers (I talk about the Bridge-Officers from the C-Store or those veteran Androids)? I was really a little disappointed, when I saw my liberated Borg Bridge Officers still needed 3 traits for "beeing Borg" (ok, 2 + the click-power to slow targets) .
First one half of the so called Community complains: "Give us instant access to all veteran rewards, for going lifetime.", then the other half of the same Community complains: "I've earned 1000 Day membership, I want a special reward.".
Stop complaining, if it is enough for you, you could have the "Captains Table" for the real veterans, I don't want access to another dead social zone...
Lt. Commander
Join Date: Jun 2012
Posts: 242
# 226
04-21-2013, 12:55 PM
My issue is still with certain "Species/Race" Traits.....

Here is what I mean. My main Fed is a Vulcan. At release I couldnt take any Vulcan specific traits because they seemed like a complete waste. Well they were compared to the other choices. I mean things like Mind Meld, Nerve Pinch, Telepathy etc. These are all ground traits and IMO very situational. So I was excited when I read the the blog post on Traits.

I found out its basically the same situation. My Species Traits still seem like a complete waste of points and I dont have any of them. Compared to all the other choices.

I would prefer that we get choose one as a FREE ground trait. So you could get Mind Meld or Nerve Pinch but would have to spend traits for others.

Like I say to me these are more vanity powers and not major OP inducing balance breaking powers.

I havent played most of the other races but I would love to see more Species specific powers. Like maybe a Tellarite could complete mission objectives that require and Engineer even if they are Sci or tac.

Regardless, I like the new choices but still feel like there are no brianers about which powers to pick and if you take X, Y or Z instead of A,B or C then you are gimped.

Space traits still seem favorable over spending points in ground traits
PWE IS NOT A REPUTABLE COMPANY
Lt. Commander
Join Date: Jun 2012
Posts: 242
# 227
04-21-2013, 01:06 PM
Quote:
Originally Posted by atatassault View Post
I feel the Engineer Fabrication trait is weak. I dont find my pets dieing very fast, and the cooldown on the fabrication powers is short enough that if they do die, its not a big deal.
totally agree. It sounds good on paper but isnt that needed. Even if they do die fast another one is ready.

Rather than add bells and whistles which would take animations and what not, why not add procedures or something to their damage. Exploit or expose bonuses, weapons malfunction, stun, stasis.
PWE IS NOT A REPUTABLE COMPANY
Captain
Join Date: Jun 2012
Posts: 1,462
# 228
04-21-2013, 01:32 PM
I don't feel like most of the traits are really... defining. Some are amazing. Others, meh. It's the same problem that the existing pick-at-start captain traits have. Like +10 to hull repair? Seriously? Players who anticipate a lot of healing already have at least 85 in this (6 points), making this trait less than a 1/8th improvement to one damage-control feature. Who is seriously going to take that over a 10% accuracy bonus.

If I have only a handful of traits for my character, and I spend a trait slot on something that boosts my hull repair, I want to be able to actually lean on my hull repairing as a defining feature of my strategy! Like, any hull heals also restore 5% of the target's final hull strength (e.g. you have final hull strength of 50K, any self heals give 2.5K more than normal) AND you gain a percentile damage reduction buff for 15 seconds. Then, when you take the trait for improved hull repair, you fly into battle with your hull heals primed and know that you are one tough son of a gun thanks to the effect your character building decisions have on your gameplay.

You have hundreds of thousands of skill points. You have 8 traits. A trait should be really powerful.
Commander
Join Date: Jul 2012
Posts: 414
# 229
04-21-2013, 01:44 PM
Suggestion for Treat UI:

Empty trait slots should not just say "Available slot" but smth like "Slot available at level XY". Can be a bit confusing for fresh players who simply wonder what to do with'em.
STOWiki admin.
Empire Veteran
Join Date: Jun 2012
Posts: 802
# 230
04-21-2013, 02:03 PM
Did i missed anything but can't a romulan take Elusive as space trait? That would provide a significant disadvantage to them.

-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
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