Edited by Fredpunk, 03 November 2015 - 07:10 PM.


Mech Skill Tree
#1
Posted 03 November 2015 - 07:04 PM
#2
Posted 03 November 2015 - 07:10 PM
well played developers
#3
Posted 03 November 2015 - 07:28 PM
This is INCREDIBLY STUPID.
What is the point of even having a skill tree in the first place? Even with all of the skill tree unlocked to get the double bonus the skills will now be less than half as effective... it just boggles the mind why the devs would mess with something that has served its purpose well from the very start of the game. The bigger mechs are absolutely dependent on those mobility bonus type skills.
Edited by Horus Heresy, 03 November 2015 - 07:38 PM.
#4
Posted 03 November 2015 - 07:44 PM
45% accel and 50% decel are stupid high. 40% twist speed and 30% arm speed as well. This all goes along with massive quirks we see now. These augment mechs far too much and we shouldn't have been ok with it in the first place. The only thing that should be of true value is the module slot which can arguably be just as drastic a game changer as the agility skills if you can't fit Radar Dep. and Seismic on without it.
Skills overall will benefit from these value changes but Ideally we need a new skill system entirely. One that allows you to enhance your personal play style rather than filling all the boxes with xp till you get your shiny.
#5
Posted 03 November 2015 - 07:50 PM
This is just a Test and maybe the devs plan to implement some new skills in some later pts?

So please don´t worry to much

#6
Posted 03 November 2015 - 08:01 PM
#7
Posted 03 November 2015 - 08:25 PM
This is must go to production server with no time of waiting! RIGHT NOW!
Edited by Rinkata Kimiku, 03 November 2015 - 08:25 PM.
#8
Posted 03 November 2015 - 09:06 PM
#9
Posted 03 November 2015 - 09:37 PM
#10
Posted 03 November 2015 - 10:05 PM
I have mastered more than 200 mechs in MWO and spend my money for'em and I LIKE the nerf.
This is what they should done from the very beginning.
#11
Posted 03 November 2015 - 10:16 PM
#12
Posted 03 November 2015 - 10:23 PM
#13
Posted 03 November 2015 - 11:17 PM
Compare a fully mastered mech to a vanilla one without even basics. If you like, add consumables on top of it.
Now you get an idea why new player experience is so bad in this game.
All we need now are diversified skill trees where you can actually specialize your mech into a certain role. Oh and yeah, we'd need different roles, too

#14
Posted 04 November 2015 - 12:19 AM
The nerf on agility nerf lights the most (higher base value) and i don't think that was necessary.
I will have to test the effects of the changes, but on paper they look terrible (for lights, i'm ok with the basic principle of the nerfs).
#15
Posted 04 November 2015 - 02:08 AM
TheCharlatan, on 04 November 2015 - 12:19 AM, said:
The nerf on agility nerf lights the most (higher base value) and i don't think that was necessary.
I will have to test the effects of the changes, but on paper they look terrible (for lights, i'm ok with the basic principle of the nerfs).
You shouldnt be.
Its big assaults that require these to function. I havent played an assault through basics in over a year, because id rather hit myself in the face with a sledgehammer. Meds and lights are ok before mastery, assaults feel like driving a tree.
#16
Posted 04 November 2015 - 03:06 AM
Larger mass of engine on weight class scalling can probably be incorporated. So you are no longer punished for having a huge engine besides what slowly seems like more and more of a waste of tons for speed so mechs like the gargoyle isn't as heavily punished for having a large engine but this will also apply to IS mechs as well.
Most of these upcoming changes often open up possibilities for other things. I also thought that having all skills was a bit to superior to none and it makes grinding them very annoying for those who do not have multi thousand GXP....
I do hope for some skill revamps occuring soon , seeing convergence being removed will help a lot for starters.
#17
Posted 04 November 2015 - 04:41 AM
Based on what I am reading here and elsewhere:
If I understand correctly the justification for the nerf to the skills tree (yes I know this is just a test) is to address too much nimbleness in the Assaults and possibly Heavies and to make the playing field for newer players feel more balanced?
Really? Have you ever felt that an Atlas is too nimble (elite or not)? How about a Stalker? A Zeus maybe...but only with a big XL engine. Even Victor's with their jump jets, etc don't feel nimble to me. The only Heavies that feel nimble to me are elited Quickdraws, and perhaps the Thunderbolt SE...and that is supposed to be their niche.
As far as new player experience: I was ready to quit the game shortly after starting until I learned about the pilot skills and then my whole experience and desire to play exploded in a positive way. It seems to me that if the skills are nerfed to this extent you take away any motivation for the new player have to aquire more mechs to master or to try new ways of playing (developing skills) as there appears to be no real gain or advantage to doing so. Why spend time and c-bills (or for many: MC and real $) buying three mechs if all I gain is a 5% improvement in specific performance characteristics after "grinding" all three?
From my perspective, all this nerf would do (if implemented) would be to, at best, encourage people to only buy individual mechs and thus perhaps try more variety (No need to buy 2 others of the chassis if no point in mastering. No reason to use MC purchase bundles); and at worst, take away one of the primary reward motivations to keep playing the game (Yes I get the whole "if you need a reward to play, you shouldn't play" pov, but the fact is: reward systems are a predominate mechanism to keep people playing a game. Take away rewards people will stop playing.
So clearly, I am only seeing the negatives here. On the assumption that I am not understanding the justification for this proposal, would some of you who are saying things like "best thing ever" or "I really like the nerf to the skills tree"; please explain why? Perhaps include examples of how the skills tree is OP (or what have you). Thanks. I really do want to understand this.
Edited by Bud Crue, 04 November 2015 - 04:44 AM.
#18
Posted 04 November 2015 - 06:07 AM
Bud Crue, on 04 November 2015 - 04:41 AM, said:
Less power/mobility creep. There's not much detail above that. If you don't understand then bad for you.
#19
Posted 04 November 2015 - 06:39 AM
Bud Crue, on 04 November 2015 - 04:41 AM, said:
Based on what I am reading here and elsewhere:
If I understand correctly the justification for the nerf to the skills tree (yes I know this is just a test) is to address too much nimbleness in the Assaults and possibly Heavies and to make the playing field for newer players feel more balanced?
Really? Have you ever felt that an Atlas is too nimble (elite or not)? How about a Stalker? A Zeus maybe...but only with a big XL engine. Even Victor's with their jump jets, etc don't feel nimble to me. The only Heavies that feel nimble to me are elited Quickdraws, and perhaps the Thunderbolt SE...and that is supposed to be their niche.
As far as new player experience: I was ready to quit the game shortly after starting until I learned about the pilot skills and then my whole experience and desire to play exploded in a positive way. It seems to me that if the skills are nerfed to this extent you take away any motivation for the new player have to aquire more mechs to master or to try new ways of playing (developing skills) as there appears to be no real gain or advantage to doing so. Why spend time and c-bills (or for many: MC and real $) buying three mechs if all I gain is a 5% improvement in specific performance characteristics after "grinding" all three?
From my perspective, all this nerf would do (if implemented) would be to, at best, encourage people to only buy individual mechs and thus perhaps try more variety (No need to buy 2 others of the chassis if no point in mastering. No reason to use MC purchase bundles); and at worst, take away one of the primary reward motivations to keep playing the game (Yes I get the whole "if you need a reward to play, you shouldn't play" pov, but the fact is: reward systems are a predominate mechanism to keep people playing a game. Take away rewards people will stop playing.
So clearly, I am only seeing the negatives here. On the assumption that I am not understanding the justification for this proposal, would some of you who are saying things like "best thing ever" or "I really like the nerf to the skills tree"; please explain why? Perhaps include examples of how the skills tree is OP (or what have you). Thanks. I really do want to understand this.
clan heavys and assaults are (with the exeption of the dire wolf) are verry mobile...
#20
Posted 04 November 2015 - 07:04 AM
JustEvil, on 04 November 2015 - 06:07 AM, said:
Not exactly the detail I was hoping for, but thanks. To the point however:
If I read you correctly: the goal is to have less mobility and less power creep, and we will do this by nerfing the skills tree for all mechs and all players? Not scaling. Not engine caps. Not armor values. Not (just) eliminating weapons quirks...but we will look at the skills tree to address power creep and overly mobile mechs?
I guess I just don't see the skills tree as a source of these problems or anywhere near the source of these problems. To me the skills tree is what encourages me to perfect mech builds other than the meta, to invest in premium time, to consider the purchase of mech bundles, etc. I've never thought of it as somehow contributing to power creep (you want to see power creep? see Origins IIc for an example of power creep).
I think some changes to the skills tree are in order (for starters I would make it unique to each mech or at least to each mech class) but nerfing it across the board seems a misplaced focus for combating power creep and overly mobile mechs but I guess it is as good a place to start as any. I just think the ramifications to game play (long term enjoyment) will be pretty big if they go through with it.
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