Rihannsu
Join Date: Jun 2012
Posts: 1,587
# 51
04-03-2013, 06:27 AM
I'll just leave this here: http://img803.imageshack.us/img803/7...3040314242.jpg

(EPS Manifold Efficiency)
Career Officer
Join Date: Jul 2012
Posts: 430
# 52
04-03-2013, 06:45 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Point noted, and I definitely hear you guys on this one, but EPS Manifold Efficiency also interacts with the Capacitor power on Very Rare quality warp cores, so it's not strictly limited to consumables. That should probably be explicitly spelled out in the tooltip - I'll get that fixed asap.
Will it also apply to our Red Matter Capacitors?

[ edit / add ]
Blah, someone did ask it. I'm a doof. :/

So I can add another remark. maybe.

Lib Borg at char creation appear to get 5 traits. Entering game, just have 4, losing Neural Blast [with Borg Nanites being the racial].

Last edited by sudoku7; 04-03-2013 at 06:56 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,075
# 53
04-03-2013, 06:47 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Point noted, and I definitely hear you guys on this one, but EPS Manifold Efficiency also interacts with the Capacitor power on Very Rare quality warp cores, so it's not strictly limited to consumables. That should probably be explicitly spelled out in the tooltip - I'll get that fixed asap.
Could it also be made to work with engineering powers like 'Auxiliary to Battery' too?
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U.S.S. Endeavour NCC-91771 - Nebula-class
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Leave nothing unattempted" - James Cook
Lt. Commander
Join Date: Dec 2012
Posts: 171
# 54
04-03-2013, 07:04 AM
Can you be any vaguer on the Conservation of Energy Trait?

It says you have a Chance of increasing your Exotic Damage.

Whats the number? Is it a .000000000000001 chance or .0001 chance or 1.5 chance, well Cryptic what are my chances of having this trait activate. I would really like to know before I use up my respec token, I would hate to find out later that it was .000000000000001 chance to proc.

And how long will it last before the proc expires, 1 sec or 2 maybe 5.

The patch notes says that the damage increase is 10% but the MOST important place to show the information says nothing specific about anything. Its one BIG vague explanation of the trait

Hows about you guys use a check list and keep it if front of you so you can use it before any one puts anything into the game to make sure that all basic info is included in the game.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,075
# 55
04-03-2013, 07:31 AM
Something about the re-balancing of traits has made me think of; why not allow the power level of a subsystem to diminish, or increase, the recharge time of click abilities? If you want a shorter cool down on, say, torpedo spread, you increase the weapons power level; want a shorter cooldown on EPtS, then run high shield power levels.

All cool downs would start as they currently are at the balanced subsystem power level of 50, and increase/decrease their cool downs by 1 second per ten points, upward or downward, on the appropriate power level.
---------------------------------------------------
U.S.S. Endeavour NCC-91771 - Nebula-class
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Leave nothing unattempted" - James Cook
Career Officer
Join Date: Jun 2012
Posts: 543
# 56
04-03-2013, 07:35 AM
My concerns:

Physical Strength

Klingon characters have 15% as their racial bonus. So now that everyone has 15% from the trait, will Klingons lose their appeal? I only created one (Fed, had to purchase the race with Zen) because it had a higher bonus than everyone else.

Did I waste my money?

Suggestion: increase melee damage bonus further for Klingon race in their racial/required trait.

Medical Vanguard

It is a little unclear if the perfect shield effect applies to self, or only to allies.

If it applies to self, then it looks stupidly overpowered.

Mental Discipline / Stubborn

The long cooldown doesn't make these traits attractive at all. Having a power that removes effects on a 240 cooldown is not better than having points in Willpower.

Suggestion: reduce the cooldown to 45s. Or give the active powers a lingering effect that makes the player immune to further effects for a while.

General System

With the current system, players are limited to two to four traits of their choice. This makes the player decide which will be best for their goals. But now with NINE traits... I'm seeing everyone picking the same stuff. It's very easy now to avoid traits that don't provide a reliable good effect (see Mental Discipline/Stubborn above).

This, for me, beats the purpose of "traits", as in the definition of unique things you character has. As in, the more traits you have, the more you will be like everyone else. One of the reasons being the number of traits you can have is now closer to the total number of traits you can choose from.
Captain
Join Date: Nov 2012
Posts: 3,477
# 57
04-03-2013, 07:42 AM
One thing I don't understand: if the intended goal of this system is to incentivize creative combinations of traits, why are they permanently locked once you commit them?

Having yet another skill tree that's walled away behind a c-store respec purchase doesn't fill me with happiness, nor does the prospect of having to repeatedly character copy to tribble so I can figure out which set of traits I prefer for each build without having to burn the free trait respec being given.
Career Officer
Join Date: Jul 2012
Posts: 1,193
# 58
04-03-2013, 08:42 AM
Grace Under Fire - I think this is decent, not sure I'd take it. If I take 25% hull damage in 5s, use miracle worker, and take another 25% hull damage in 5s, is it going to be available again? Or will the first one reset it?

EPS Manifold Efficiency - As an eng, I almost never use batteries, I have a ton of power. This is kinda.. bleh. Give me some pressure damage bonus.

Ground - Shield Harmonic Resonance - Terrible, in an STF your shields last a single hit, there is nothing to adapt to, even in fleet actions your ground shields are irrelevant. The adaption needs to be fast and very strong for it to be any us, and it likely won't be then.

Photonic Capacitor - Is this a late April Fools? Photonic fleet is hilariously bad, do a combat log parse and check out the damage it does. Do with this sensor analysis or something useful.

Conservation of Energy - 30% increase to sci damage would be nice, but won't fix whats wrong with science. It at least kinda starts to help tacs doing better at science than sci's do.

Medical Vanguard seems almost too powerful, especially with something like triage effected by tactical initiative.

Field Researcher - Is this 25% bonus to any damage by the player? It'd make debuffing scis more viable, and medics feel a little better.

Last Ditch Effort - With the change to GDF not being used until 50% hull this is extremely situational. Tac escorts rarely seem get lower than 50% hull and survive in elite STFs anyway.

Crippling Fire - Pretty nice, but more passive escort defense is going to make others yell. Not too over powering, imo, but strong.

Situational Awareness - Guaranteed expose? Thats pretty strong

Strike Team Specialist - I don't understand how this one works. This only works with strike team, or is it just a name? The more I attack something, the higher my crit chance gets?

Creative is making medics really crazy tanks, but seeing how fragile we are on the ground, maybe not a bad idea. Combined with perfect shields and aoe heals? I'd have to see how that works.

Physical strength - the knocking down in melee is over the top messed up right now, it actually makes melee frustrating at time. Maybe a quick stun instead?

Most of the other ground traits are not bad, strong but situational with limited use, I like them.
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Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 59
04-03-2013, 08:52 AM
The most powerful space trait seems to be Grace Under Fire. The science ones look a bit lame, photonic fleet is still a poor ability, with weak summoned ship doing nothing but warping out every time when they don't get one shot by any npc/player. And since exotic damages are still low (except for TBR, but TBR is in no way designed to deal damage), it won't change anything.

The two sci traits need to be improved or changed, because engineers get the best stuff (a lot more tanking or more power to every subsystems), tacs get more tanking (is that a joke?), and scis get.. Well, a useless boost to dps control abilities do while all scis need is more powerful control stuff. Control is supposed to do control, not dps.

I know you guys don't like suggestions but if you could make a sci trait boosting repel by 100% then it would be a useful trait. I'd like my gravity well pulling stuff harder and a TBR repulsing mobs and players far away. Is that too much to ask?
Captain
Join Date: Nov 2012
Posts: 3,477
# 60
04-03-2013, 08:54 AM
Quote:
Originally Posted by diogene0 View Post
I know you guys don't like suggestions but if you could make a sci trait boosting repel by 100% then it would be a useful trait. I'd like my gravity well pulling stuff harder and a TBR repulsing mobs and players far away. Is that too much to ask?
I think I can feel players who pug stfs with bad sci-ship players cringing already.
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