So far here is my take on how it's affected me. Long story short - Great for them (Cryptic - STO Shareholders to be more direct) and not so much for me- up front.
So right away I'm off to the races to run all my old gear and set bonuses that didn't have a place before.
So in one way- great in terms of my butt is in my chair still- racking up hours played on their servers. On the other hand with the overall pass on most things my performance is so far down that I can't figure out what's bothering more; Is my stats not impressing me b/c the gear was crappy bonus to begin with or is it b/c the overall re-balance has lowered the potential period and even though the gear is "O.K." to run it's just still -- not much difference that the other " run it if you want to " stuff and in the long run still deviating from old meta in terms of debuffing the dmg res down on target and buffing yours way up and adding in the added bonus passives and active clickable things.
I wen't to almost an identical meta build that bring me about 80k but would net me an easy 170k on any day in maps like Kithomer Accord, Infected Conduit, Crystal Entity, Cure Found, but now in those maps it's painstakingly brought back to times where most are dying with any multiple aggro if they do not have some of the basic things that existed before the re-balance going for them. This is because the map goes on longer now b/c dps not blowing up everything. So still using tried and true boff combonations is key- not much changed there and with the rebalance on the newer boff abilities - there is still no new "must be doing" choice as there was before (speaking about cycle speed and plasma explosions/feedback pulse) cycle speed being gained from the temporal tree's "Temporal Cross Wiring". Now most who are dying are overcompensating and bring literally no DPS to the map and have forgone using any possible drains they could to help thier team out.
So now I'll log in and spend most of my time struggling to move my gear around b/c of like 70 freaking kit modules i keep in my inventory and once that days ship build is done I'll go out and fly it and it's a pain to get a map done. The time and effort gone into getting those yellow numbers up, even if just by 500 or 600 points at a time took a LONG time for me. Now it's pretty rough to fly a non "meta - omg you wrekt the map" build and get your days fun in. And even with tweaks on the old meta- it's a pain.
Right now I'm feeling like reading up a lot more on what ppl have posted as most of the things im trying are in no way ever going to be super meta- Things im messing around with are done on ships to just push one stat rly high to see what happens.
messed with some mine pattern stuff with command battlecruiser- wish i could put the 3pc on any ship for the double mine platform and still have beta3 but im stuck with only beta2 n the build.
meanwhile- im wanting to rly put time on Renden so that i can take advantage of the huge wpn pwr tricks. But there's ships i need to master and stuff and im just too involved with the other stuff sto has to offer and I end up just hopping around toons.
So as for the teaming an queuing - it's almost all but ruined. it's terrible to honestly try and start a map with ease. And once you get in there- it's a worse crap shoot than before considering that (speaking for myself here) cant 100% carry any space map solo. I know it should never have been possible for me to do that at one point - but again-- im talking a few years i worked n my ships... My playtime now has reduced dramatically after I spend the time to get one build out for the day just to find it was pretty much what I was expecting....
Im kinda let down - seen lots of ways to rly make a big boom with some old stuff- but getting it all to work just wont happen for now until most of the population catches back up to the new changes. I find that most are just chugging right along doing the same things as before if they were in the 15-25k dps range. I guess for me im all over the place - one moment im stalking ISA maps to keep finding what's going to get that map done the fastest - and then I'm on the drop of the hat considering all the stuff I would have to change on my build b/c an armada mate or fleet mate/friend want's to do PvP map... and here i am... no room to move my gear and well... derp...
So for the last few days- it's been kinda rough in terms of got a good lesson in not taking pve build into pvp again and went bust on trying to get a Miradorn Raider ship --- I opened enough boxes that I should have just sold the keys. But keys kept crashing and I couldn't be the guy to sell out when it's the worse time. I want that mastery for my armor pen build.
I want to mix my armor pen/bypass build with my mine build. Just so I can play it for 10 minutes and say " this sucks " and log out after chatting even though the build is actually just fine--- just not 200k dps....
It seems the subnuc and deflector whatwasit replacement have now (well, 1-2 weeks ago?) been reversed. So nerfs stay, buffs went away. I hope the actual changes will be properly documented when they go holodeck. I'm betting it'll be incomplete laundry list.
Ah well, maybe there'll some fun stuff to discover.
Tribble has been updated to: ST.75.20170229c.10 (April 1st !!! )
The missions in the "Agents of Yesterday", "Yesterday's War", and "Future Proof" arcs can no longer be replayed to minimize the amount of time travel that occurs and help keep the timeline secure
This also affects the missions "City on the Edge of Never", "Past Imperfect", and "Temporal Ambassador"
Starfleet Personnel are now required to be in the Odyssey Uniform at all times while on a starbase
Attempting to skip dialog while talking to your superior is now an offense that if perpetuated enough can result in loss of command and demotion
Starfleet Officers not assisting in a Red Alert that you are informed of is now an offense that will result in review of your actions with Starfleet Command
Sounds originating outside of your starship can no longer be heard in space
Players in Klingon Fleets can now challenge fleet members of a higher rank to honorable combat to take over their rank
There is only one fleet for Federation-Aligned players, "Starfleet"
The highest ranking member of this fleet is Admiral Quinn
Please do not pester Admiral Quinn for promotion details. If you read the regulations when you were given the opportunity to join you would know how to be promoted.
Updated Death Penalty: If your Ship is ever defeated (including while you are on a Boarding Party mission) it will be temporarily removed from your account until a Repair Fee is paid, at the nearest Starbase.
This cost is calculated as 10,000 Dilithium per Tier of the starship.
Successfully paying a Repair Fee allows that ship to move into "Repair Mode" which takes 4 hours to complete, per Tier of the starship.
HINT: Using low-tier ships on difficult missions can reduce your Repair Fees!
Introduced a new end-game mechanic, "Briefings"
Before beginning a mission, your captain will now get to sit through a briefing
During this briefing, your starship will be inspected, and any faction in-appropriate technology will be removed
Captains using a starship not issued to them will be removed from their respective military organizations
After a mission ends, Starfleet-aligned captains will be held accountable for any actions which did not promote Starfleet's values. Captains continuously violating regulations will be removed from command
After a mission ends, KDF-aligned captains will be shamed if they left a fight instead of dying with honor, and potentially removed from command if they have enough dishonor
Successfully using Boarding Party on a foe instantly moves you to a Ground Mission where you have to storm their corridors and defeat them, deck-by-deck.
The number of foes will be determined by a re-introduction of the previously-retired "Crew" mechanic.
While on this Boarding Party Mission, your ship is completely helpless on the map you left.
Added a new event when your ship is about to die. When this happens, time will appear to slow down, and your captain will be given the option to pilot the ship and send the "Abandon Ship" order to their crew. Captains who abandon ship with their crew will be permanently removed from command. Captains who do not tell their crew to abandon ship will have to live with that choice.
Starship Captains who decide that causing their starship to do a "barrel roll" will be IMMEDIATELY removed of command for abusing a starship
Added Space Party Amplifiers and Sector Space Party Amplifiers to the Gold Pressed Latinum Vendors
When activated, captains in range are transported to their bridge, and begin dancing
Resolved an issue that prevented the Borg from assimilating starships in space
The TR116 and Zefram Cochran shotgun must now be manually reloaded once fired
The amount of ammunition captains bring with them is limited to 50 rounds
Resolved an issue where players would occasionally be able to interact with lootcritter
The amount of time it takes to travel through sector space is now realistic to the actual size of the map in canon
Time travel through still only progresses while logged in
Resolved an issue that would let you
The Universe-Class is no longer flyable outside of sector space, and is now at the appropriate scale of one sector block
The Galaxy-Class starships have been scaled up appropriately to their name. All existing Galaxy-Class Starships have been renamed to a randomly-assigned appropriate Galaxy, and move at a fixed rate corresponding with their stellar drift.
There is now only one Andromeda class Galaxy in the game.
The Kelvin Timeline Heavy Command Cruiser and the Temporal Light Cruiser are now Tier 1 ships
For similar reasons, the Federation Tier 6 Multi-Mission Explorers have been removed from the game
Starship engagement ranges have been increased to thousands of kilometers.
Weapon speed and falloff ranges have been updated to compensate for this change.
Starships now show up at random angles relative to each other
Resolved an issue that prevented some captains from safely disposing of grenade pins after missions
Scimitars now have access to pilot maneuvers
Captains can now be upgraded
Added a Captain crafting school
This requires assistance from another captain to progress
Resolved an issue that caused bad things to happen when doing certain things
Kurland is now always here
Sulu now spawns in one of 500 random locations between ESD, DS9, Memory Alpha, SB39, K7, Q'nos, New Romulus, the Dyson Sphere, Kobali Prime, Bajor, SB82,
The Scimitar now has the canon 79 fore weapon slots
The fly-in message when you kill a player in PvP is now server-wide and says "Name@Handle Pwnd Name@Handle".
If a player is killed five times in the same match, it subsequently broadcasts "Name@Handle needs to get gud" every minute until that player gets a kill
To ensure that everything is in balance, all entities in Star Trek Online are now Deferi
Due to economic problems, we have removed all currencies from the game.
Resolved an issue that caused Herrings to be excessively scaled in some cases.
Removed the Romulan and Klingon Factions
Resolved an issue where some decouplifiers could instead over-couplify
Everybody focuses on the nerf side of matters, when there are boosts there too. Pets I mentioned. Engineer get better heals and power level stuff - possibly, depending what exactly that max power level stacks/still does not stack means.
Incidentally, I've been toying with an engineer captain in a cannon ship. Approach target, let her rip, fly though the burning wreckage. Badaboom badabing. On a flip side, there is the "Aargh, which way am I facing, which way..." Press F to respawn.
Anyhoo, I totally agree with that "fun is learning how" statement. As long as Cryptic doesn't go around slapping hard caps on everything.
so with a VERY generic statement that im ok saying here - They have made an attempt at targeting mechanics/ powers and gear that was so "best in slot" as the game went the way of natural powercreep "especially with ship mastery and specialty tree/reputation passives/ space traits " that everything else was just left by the wayside.
Up front it seems like EVERYTHING is taking a hit- but those that feel that way are probably in the crowd that has read every tool tip on every item in the game over 100 times and likewise can look at any gear or item and think of 10 things that can link up some way or another with it to be able to boost it or have it's raw stat cascade onto another set of mechanics that in turn buffs something...
For me. I'll say I super happy with change. Good ORRRR bad. For one. It's a change that hits everything and it's not like they just randomly picked a player out of the game and said "lets nerf him and only him".... SO..in other words. As long as we all have the exact same toolsets to choose from an have them all behave the same way, im totally fine with any changes that come good or bad. My fun is learning HOW those changes work !
So honestly- ya.. im going to take a big hit on the current DPS meta setup i run for ISA. As far as being mad? Hell no - -- im super exited i get to go out and find a new "Hey check this build out" attitude. For far too long has it been.. 'ok .. do this this and this" and you can do w/e else you feel like doing b/c it wont matter as much as the first part of it all.
Right now i've stocked up on CrtHx2 over beams to goof around with for the new update. And i will ABSOLUTELY be looking into cannons again.
Lots of changes, but nothing too unreasonable, is there? Not like in SWTOR, where they decided hybrid characters were imbalanced and you now choose the cookie cutt.. i mean, sub class, and all skills are granted automatically. Except for a few meaningless choices between "2 times 3 damage" and "3 times 2 damage". Or the situation, where one class's only ranged ability was considered too weak by the players. They balanced it by removing the ability.
Some of those, and the new sci ships, and all the heal others stuff recently... is there perhaps some plan to make STO more of tank-healer-dps style game? Or at least some emphasis on teamwork vs random pewpew.
Pet changes look nice.. 4 arehbes frigates will be like my own personal team! Well, maybe not, but at least they won't turn into stardust after the first core goes boom.
All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
The Secondary Deflectors in the Research Lab are now sold with 4 modifiers and only gain the Epic modifier when upgraded to Epic, instead of being sold with 3 and only gaining two when upgraded to Epic Quality.
Existing items have not been affected and will still gain two total modifiers when upgraded to Epic Quality.
The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
The amount of Starship Hull Restoration SIF Generators provide has been increased.
The dilithium store has a new section, "Account Starship Trait Unlocks", available to players of level 50 or higher. If you own the a starship on your account that grants a trait on the list below, the characters on your account that are of the incorrect faction to fly that starship will be able to instead claim a box containing an unlock for that trait for free. The list is:
Improved Polarize Hull
Improved Weaponized Emitters
Ablative Field Projector
Radiant Nanite Cloud
Insult to Injury
Advanced Firing Solutions
All Player Carrier Pets are now immune to Warp Core Breaches
All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
Carrier Pets that previously had Scratch the Paint have received the following:
Normal Callistos now have Cannon: Scatter Volley 2 instead of 1
Advanced and Elite Callistos now have Cannon: Scatter Volley 3 instead of 2
Advanced Xindi-Insectoid Fighters now have Beam: Fire at Will 2
Elite Xindi-Insectoid Fighters now have Beam: Fire at Will 3 and Emergency Power to Shields 3 instead of Emergency Power to Shields 2
Normal Xindi-Primate Heavy Fighters now have Torpedo: Spread 1
Advanced Xindi-Primate Heavy Fighters now have Torpedo: Spread 2
Elite Xindi-Primate Heavy Fighters now have Torpedo: Spread 3 and also have Jam Sensors 3 instead of 2
Normal Xindi-Insectoid Fighters now have Beam: Fire at Will 1
Normal Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 1
Advanced and Elite Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 3 instead of Emergency Power to Weapons 1, and the Elite versions will use it significantly more frequently
Major Mechanics Changes:
Energy weapons now always drain power when firing, instead of all but one
The equation used to determine how weapons power influences your damage has been changed - it now gives you a much higher benefit at low power levels, and is the same as it was before when you are at 100 weapons power
All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection
All damage reflections cannot critically hit and cannot be further buffed by damage increases
All "Hazard" abilities no longer affect torpedoes or mines
All "Hot Restart" powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis
All holds now give their target hold resistance for a short duration when they end.
All disables now give their target hold resistance for a short duration when they end.
All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
All player damage immunities are now buffs that can be removed by buff removing abilities
The cycle during which cannon weapons actively fire is now 5 seconds, up from 3
The damage cannon weapons do with each shot has been adjusted to account for the changes made to their firing cycles
All have a minimum cooldown below which they cannot be reduced
Go Down Fighting:
Now scales damage much more aggressively with missing HP
Can no longer be activated while Invincible or Continuity are available to save you from death
Attack Pattern Alpha:
The duration has been decreased to 20 seconds
The amount of the buffs it gives is now 20, 30, or 40, based on rank
Now additionally boosts Weapon Specialization and Amplification for the duration
Last Ditch Effort:
Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20
The reduction to the weapons power drain of firing energy weapons has been significantly increased
EPS Power Transfer:
Can no longer stack on a target
The amount of the buffs it gives is now 10, 17.5, or 25, based on rank
The power buffs it gives apply instantly
Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack)
The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)
Rotate Shield Frequency:
Now gives Bonus Resistance to incoming Shield Drains
Heal values have been increased at each rank
The amount of Shield Resistance now scales much more aggressively with shield power
Resolved an issue where Rotate Shield Frequency could be used while your shields are offline
Hull Heal amount has been increased significantly
Now gives secondary shields for 15 seconds when used
Damage Resistance Buff is now Bonus Resistance
Now additionally boosts Hull Capacity for the duration
The amount of the buffs it gives is now 20, 30, or 40, based on rank
EPS Manifold Efficiency:
The duration of the buff is now 30 seconds
Grace Under Fire
Resolved an issue where its lockout would go away when you died
Is now only available for the first two minutes after activating Miracle Worker
No longer forces you into combat for the duration
Starts cooldown instantly once clicked, instead of when the effect ends
The cooldown can no longer be cleansed
The damage, health, and shields of allied ships summoned has been significantly increased
Photonic Fleet 2 now has a better chance of summoning a battleship
This is no longer a science captain power
Science Captains now gain "Deflector Overcharge" instead of "Subnucleonic Beam" as they level up.
This new power boosts provides Bonus Exotic Damage and Shield Healing while active, and additionally boosts Control Expertise and Drain Expertise.
Now additionally boosts Starship Control Expertise and Shield Systems for the duration.
The amount of the buffs it gives is now 20, 30, or 40, based on rank
Bridge Officer Abilities
No longer always critically hits
The damage of its initial hit has been increased
For 10 seconds after activation, your normal beam attacks have bonus damage and increased critical severity
Fire at Will:
Now has a slight damage penalty and accuracy penalty at each rank
No longer upgrades just one single attack
Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration
Cannon Scatter Volley:
Now has an accuracy penalty at each rank
The damage increase is now 0%, 5%, or 10%, based on rank
Cannon: Rapid Fire:
Now increases the rate at which cannons fire shots by 50% while active
The damage increase to those shots is now 0%, 10%, or 20%, based on rank
Reverse Shield Polarity:
The percentage of incoming damage healed no longer scales up with shield haling bonuses, and is now a base of 50%/62.5%/75% based on rank.
Resolved an issue where Rank 2 was not giving a % healing boost over rank 1.
The duration no longer scales (other than the duty officers); and is now 12/16/20 seconds based on rank.
The cooldown has been reduced to 45 seconds at all ranks
The duration of the DoT and Energy Damage Debuff has been reduced to 10 seconds
The magnitude of the DoT has been increased significantly at all ranks
Resolved an issue that caused Aceton Beam to be treated as a Hazard.
Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.
The range is now 10km
The amount of Shield Healing has been increased
Directed Energy Modulation:
No longer gives you extra damage that bypasses shields while it is active
Now gives your energy weapons extra shield bleedthrough for the duration.
Auxiliary to Inertial Dampeners:
Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff
Boarding Party shuttles should fly much faster at their target
Boarding Party shuttles now have a very high amount of physical and kinetic resistance
The increased recharge effect is now guaranteed on weapons if the shuttles reach the target
The damage dealt by their point defense turrets has been increased
The chance to inflict recharge to bridge officer abilities no longer scales with rank, but the duration of that delay does
The chance to take a subsystem offline no longer scales with rank, but the duration now does
The duration of that subsystem offline now scales with the owner's Drain Expertise
The damage reflection can no longer critically hit
The percentage of reflected no longer scales with damage bonuses
The percentage reflected is now capped at 50%, 75%, or 100% based on rank
The default reflection amount is now significantly lower at each rank
Now additionally cleanses DoT effects
Transfer Shield Strength:
The amount of Shield Healing has been decreased slightly
The amount of Shield Healing has been decreased slightly
Resolved an issue where the power drain applied could be countered by the target's Power Transfer Rate
Resolved an issue where the drain applied more than once per second to targets within the area
The amount of power drained has been increased
The amount of damage dealt has been increased slightly
The recharge reduction has been increased to 30%, 50%, or 70%, based on rank
The base cooldown of this power has been decreased to two minutes
This ability is now treated as a buff instead of a status effect and can now be removed.
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