STO’s New Skill System – Part One: Overview & Unlocks

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  • The big Skill System reveal happened earlier this morning, and between the ESD chat misinformation, and the forum hysteria we got a chance to take a first hand look at the new Skill System. Every time a game launches something as comprehensive as a new base skill system, there are bound to be issues and this launch is no exception. What does stand out for me is the exceptional level of engagement from the chief designer Jeremy Randall (@BorticusCryptic) with the player base.

    From the moment we were downloading the Tribble update, Jeremy was communicating via STO Tribble testing forum, Reddit (The Official Thread) and via Twitter.

    Early notes when Revamp was still a twinkle in my eye. pic.twitter.com/yU1U66gOHe

    — Jeremy Randall (@BorticusCryptic) February 19, 2016

    Part One focuses on structure and unlocks, meaning I won’t be touching on actual numbers and skill choices. As stated in the forums and on Twitter, the system is in a testing phase this week for new characters only meaning the order of ability’s and even the abilities themselves may change in the next week based on feedback. A fair amount of work is still needed in terms language and consoles, and Borticus has already commented on possible changes. For that reason we won’t get too deep in the skills themselves.

    One point I should make is that the system as it stands is scheduled to be deployed as is to Holodeck in two weeks. Any changes that might be made will likely be considered and locked in very shortly. For that reason the order in which the skills are displayed in the system and the bonuses may change before moving to Holodeck.

    The Skill System UI

    The base UI looks and functions similarly to the existing Specialization Point system. Skills are broken into four basic tracks: Engineering Space, Science Space, Tactical Space, and on a separate tab the Ground Track.

    Space-skills

    Spaces Skills and Unlock tracks

    Ground-skills

    Universal Ground Skills and Unlock Track

    Skills

    The main body of the screen shows the skill chains. Each skill costs 1 skill point, and the player can get a complete description of that skill in a pop-up window as you mouse over. I don’t know about your experience, but I was always a bit confused over the value of 6 points in one skill versus 9 points in another. The benefit of the change is immediate – one skill with one value – regardless of your career choice. If you’re a fan of the Specialization points system, this will all seem second nature.

    Skills have been merged, updated or in some cases outright removed. Others have been converted into unlocks (see below) rewarded at rank increases for space skills, completing the professional tracks and with each point spent on ground.

    New skills include Drain Expertise and Control Expertise giving science captains better control with exotic damage, drains, and subsystem abilities. For ground combat Kit Performance enhances kits, while Combat Specialist is open to all professions but is now limited to melee combat.

    Attack Patterns and Threat Control (ground) have been removed. Attack Patterns have been built in as if you’re already fully invested. Threat Control (ground) was removed in its entirety.

    Three entirely new skills have been added:

    Coordination Protocols

    • This 3-point Skill allows players to increase the effectiveness of their Hangar Pets, by gaining passive bonuses to their hull capacity, shield capacity, damage output, damage resistance, defense and accuracy.

    Shield Mastery

    • Purchasing the first rank in this 3-point Skill allows you to automatically negate the damage from one incoming Critical Hit every 20 seconds. Additional investments can be made to also have this negation trigger a Shield Heal and/or Reflect the damage back at the attacker.

    Long-Range Targeting Sensors

    • Each rank purchased in this 3-point Skill will reduce the damage penalty experienced by being far away from the target of your energy weapons.

    RESPEC

    Every player will be able to reorganize their skills initially at no cost. But given the wide array of new unlocks and our lack of fully understanding the impact of these changes, I can see many of us going through RESPEC’s like french fries.

    crazy-thought-Recovered

    Skill Points

    The number of points that you can use to build out your skill set is limited to 46 in space and 10 on the ground, but I’m already thinking that that total number may change at some point in the future. For the moment it will match – point for point value – with the existing system. Players can cross train between the three profession tracks, but the various unlocks and the new ‘Ultimate Unlocks’ are designed to provide the player with new build-types and options.

    Unlocks

    At the bottom of both the space and ground panels is a track that shows additional ‘Unlocks’ that are opened as your reach predetermined levels. The Unlocks are added abilities that you gain when you reach a certain point in development. They are similar in format to the unlocks you get in a reputation track with one clear difference – all have two options for what you can unlock as you complete each rank.

    The space skill tracks have a single unlock at each rank improvement for a total of four. At each rank level you complete you will have 2 options to choose from. The ground track is different in that as you develop, each skill purchased has a corresponding unlock with two options.

    Lastly Star Trek Online has added new ‘Ultimate Unlocks’ for each of the three professional space tracks. At the moment we do not know the value of these ultimate unlocks in terms of builds, or how preceding skill choices impact their use.

    Tactical Track Unlocks

    TACTICAL

    Click for HiRes Version

    Science Track Unlocks

    SCIENCE

    Click for HiRes Version

    Engineering Track Unlocks

    ENGINEERING

    Click for HiRes Version

    Ground Track Unlocks (1-10)

    groun1-5

    Click for HiRes Version

    groun6-10

    Click for HiRes Version

    Ultimate Unlocks

    Borticus has hinted the purpose of these ultimate unlocks is to encourage people to experiment with new builds and skills. Given the number of skill points is limited, players will not be able to select more than one. As they will impact the builds is as yet untested ways – and their descriptions are not entirely clear – it was the cause of much discussion online and in the game. I’ll do my best to summarize those discussions as the changes are tested this week and next.

    ultimate ultimates

    Click for HiRes Version

    I’ve started a new character on Tribble to get a sense of how the system works. Next week we’ll port over actual Lvl 60 characters for comparisons. So far I’m liking the simplicity of the new system, and I am very curious how this will impact my existing builds.

    My Two Bits – for now ;)

    Lootcritter


  • overall not that bad.... on the paper
    but if you have to buy respec token then you really have very little chance to try out which setting is working


    overall this new skill system looks to me a bit like a spec tree clone

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • people made skill comparisons between tribble and holodeck:




    Quote

    At 125 Auxiliary Power: Hazard Emitters III on Tribble is healing for less than Hazard Emitters I on Holodeck both before and after investing skill points. Every single ability that relies upon Auxiliary is 42% lower than Holodeck values (including Auxiliary to Battery/SIF/Dampeners). Subnuke Beam is the exception (18%), but as you say, that is because of diminishing returns placed on that ability.



    could be a bug at this point (release of the new skill system is expected in 2 weeks) or its just another nerf

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • 46 points for space and 10 space for ground... hopefully they will allow more to be used.
    well, I am looking forward to learn how to use this new system, but so far, all these "extra" unlocks seem .. meh .. barely worthwhile acquiring (at least the space ones .. the ground unlocks seem rather interesting actually).


    but most likely I will want to wait with the points distribution until some players figure out just what exactly should be purchased, because, as already mentioned, we will probably need multiple respec tokens for a new skills tryout.


    but hey, on the positive site, the new sub-episode is coming in 2 weeks :)

  • yeah great O_o


    the respec certainly is a problem
    NEVER before cryptic introduced a new feature or rebalancing without it being totally bugged in the beginning.
    And so i simply expect that whatever decision you do on the new skill tree.... you will notice that stuff is bugged (not working the way the descriptions tell)... we will for sure get fixes and rebalances over the next weeks and months which make our first decisions (no matter how careful they were done) totally useless.


    Next to that are the unlocks a bit... meh...
    In order to get these ultimate unlocks you have to focus on one tree instead of spreading skill points on all trees where they would be probably most effective.
    And as reward for such a focus you will get an ultimate ability which has 2 mins cooldown similar to most 3 pieces item sets.
    Now the question is... how often can you make use of that ultimate ability in a mission? (borg stfs usually dont last long -> ive finished isa and csa in 2-3 mins)
    next question is if these ultimate abilities can compensate the lack of skill points in the other skill trees.
    Most likely you will have to spend skill points on skills that are not useful to you and your ship build just to unlock the ultimate skill.


    Another thing is something you have mentioned.
    You have a fixed number of space and ground skills.
    Before you could at least decide whats more important to you... space combat or ground combat and within limits had the choice to put more skill points into space OR into ground.
    You dont have that option anymore.

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • well, they can always introduce a new zen item, e.g. "Skill point +1", for let's say, 1000 zen a piece :diablo:
    as for the bugs: what is the probability that there will be some kind of "glitch" allowing us to spend the extra skill points from the already existing specialization systems?
    but yes, I definitely agree on what you said: we will have to unlock worthless crap skills just to unlock "something".. a bit crappy system.. and they will "introduce updates to the new system" .. and of course, they will find a way how to "rescale" DPS somehow (to worse ofc) ... would be about time they rescale the 100k+ DPS users, and not those who can barely reach 40k+


    but like I said ... let's see what they will come up with this time ... maybe it will become a bit better

  • the step from 40k to 100k isnt that big ^^

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Great, it took me some time to get my skill tree just the way I want and now I have to spend more time doing the same again. I just hope it's worth it.

  • i only have to reskill 11 chars ^^

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • correction: you have 10 *free* attempts to find the right skill combination for your main char :D (maybe a bit less considering not all chars are tactical, but ok ...)

  • signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!