

New Skill Tree First Look!
#161
Posted 22 January 2017 - 02:24 PM
I freegin LOATHE the current system of tree+modules. Have to buy 3, doesn;t feel like you can evaluate some of the mechs until you at least get speed tweek, some mechs are balanced almost entirely on the mastered version with a meta loadout so anything else makes them trash tier etc etc.
They might strip all quirks, and the tree. but you know what the easiest thing for them to do would be? Let you unlock all the current quirk values with XP on the new tree. Mech chassis "X" needs ST structure buffs? Hey! What do you know, that particula chassis has those values built in to the tree for it. It will be up to the player to prioritize if they want those quirks "back" right away or pick up something else.
I really get the feeling people here want the new tree to take everything we have now, prebuild it into the mechs, speed tweek and all, and then give us even more skill tree stuff to unlock for that extra helping of power creep.
I am 100% fine with a global nerf to counter 2 years+ of power creep, especially if all I have to do to get the power level "back" is to spend time playing the mech.
The sky isn't falling, and this rage against change for the sake of raging is getting old. Go to PTS with an open mind and help Russ get it right, or never ***** about buying 3 mechs or module costs etc ever again.
#162
Posted 22 January 2017 - 02:39 PM
Furthermore, these skills should be adjustable between matches - the XP unlocks the skill and you choose whether to apply it or not. You can then respec at will once all the skills you may want to use are unlocked.
That's how it should be. But I know what we'll get - more stupid powerful quirks for those of us who have played this game for too long.
Thinking man's shooter? Nope, no thought in the mech lab - just take every powerup you possibly can. Why bother having to consider the options?
Edited by Dino Might, 22 January 2017 - 02:40 PM.
#163
Posted 23 January 2017 - 01:59 AM
Its logical to me to have to make the choice between firepower and durability, between having special abilities like info-war and having optimizations for certain roles.. and for me, it will be very important to reward both single weapon type builds but also mixed builds..
It would be very unfair if my all-energy or all-balistic mech would be overall better than my mixed build mech..
#164
Posted 23 January 2017 - 04:16 AM
Edited by Papa Smurf, 23 January 2017 - 05:08 AM.
#165
Posted 24 January 2017 - 12:06 PM
Edited by Arugela, 24 January 2017 - 12:08 PM.
#166
Posted 24 January 2017 - 12:22 PM
It all seems pretty simple to me. If PGI farks this up more people will quit.
As it stands now FW will get even more sparse as the advanced players vs. newer players' mech-skills gap will be wider. New player will get even more penalized for being new and will quit sooner, meaning less new-player retention which directly translates into a higher rate of player number bleed.
But hey! It's PGI -- they will work out all those issues before it is released.
#167
Posted 26 January 2017 - 01:00 PM
#168
Posted 26 January 2017 - 02:10 PM
To speak more flatly : if I want to build a tanky mech I'll be able to pick armor and structure buffs + torso twist speed/range bonuses.
If I want to build a skirmisher/brawler I'll take speed buff+weapon cooldowns (to numbers around 30% cd red and 20% move speed).
and so on.
And those choices will be meaningful. To numbers like +20 armor/structure buffs to ct+st, 15 to arms/legs, +5 to head depending on chassis size.
Hopefully no numbers like 5% which as well might've been 0% in most cases.
I wish for it to be as big and complicated as possible. To put another layer of customization and reward for players who can plan their build right/theorycrafters.
Edited by lazytopaz, 26 January 2017 - 06:13 PM.
#169
Posted 26 January 2017 - 04:58 PM
First, I like the change. The 3 mechs rule was really annoying, and specially for a casual player. You had to spend a lot of time playing mechs you didn't like to make playable the one you really liked. So, I'm happy about that. Also, there were some skills you had to learn and, in some cases, were useless for that specific mech (somebody mentioned the torso twist, so I would not repeat that). Now, the skills you get would really improve how the mech works (or it should do so, apart from those "joined skills" which can't be upgraded but getting another you didn't want to).
Second, I think this is another try of PGI to balance the battles (specially PUG matches) between casual/veterans players. As most of the mechs would get reduced their combat efficiency, casual players may find easier to match their enemies. I also take myself as an example, and a reduced number of mechs also means I would need less playing time to get them fully mastered. And, for those who predict a reduction in the number of new players... I think MWO is not gaining new players. Or not enough to be relevant in the comunity. The game, in my opinion, reached its top time ago, and now can't do nothing but hold it. And that's why I expect this change to bring a temporary balance to the casual/veteran forces (because, although some people here said they would give up part of their mechs, I am pretty sure they'll finally bring 'em to the battle to fullfill their skill tree).
Third comes a guess. With the new skill tree, if the IS mechs lose all their quirks and have to "regain" them later, they would get way too weak against the clan mechs. In my opinion, there is a chance of some quirks being assumed as "basic characteristics" of the mech (mainly, the structure bonus), so you wouldn't have to acquire them. I really expect this to happen, just only because that way it would reduce the time needed to fully master the mech (and, if we are lucky, it would balance the gameplay needed to master an IS or a Clan mech). And, for those who are getting mad about their champion mechs... probably those would get a higher SP limit (compared with the other chasis), so you would be able to improve much more their proficiency.
And those are my opinions and guessins. What do you think? Would some of those come true? Would you like them to be true?
#170
Posted 30 January 2017 - 11:15 AM
One of my concerns with this new Skill System is that they're double hitting us when it comes to respec. You have to pay c-bills to reset skills. Which unless you pay MC, you'll lose those experience nodes. So not only do you have to grind out more c-bills, but you also have to regrind the experience. Or am misinterpreting what they said on Twitter?
My other concern is that mechs with mixed builds will be even more inferior to boating builds. Right now PGI quirks mechs to have bonuses to each weapon type. With this skill system we have to divert skills to each weapon type, taking away from other skills. A boating build can use those points on other improvements.
Also concerned how this will effect balance. Timberwolves with armor and structure bonuses! However, they will have to give up other things, at least that's what they're selling us on. I just hope the PTS goes on for a while so they can tweak the values. I would hate it for only "X and Y" skills to be the only ones worth taking..
#171
Posted 31 January 2017 - 05:32 AM
MechaBattler, on 30 January 2017 - 11:15 AM, said:
..
A lot of people use this example. My interpretation is that they want to change the way you manage your mechs. Respec only if you regret or want rebuild for real. You want more builds on the same variant? Buy an extra chassis of the same variant and skill them different.
#172
Posted 31 January 2017 - 08:06 AM
Dino Might, on 22 January 2017 - 02:39 PM, said:
Furthermore, these skills should be adjustable between matches - the XP unlocks the skill and you choose whether to apply it or not. You can then respec at will once all the skills you may want to use are unlocked.
That's how it should be. But I know what we'll get - more stupid powerful quirks for those of us who have played this game for too long.
Thinking man's shooter? Nope, no thought in the mech lab - just take every powerup you possibly can. Why bother having to consider the options?
This x10000
MW is all about mixing and matching, fiddling with builds. It's not about a unilateral creep towards one god tier mech. It should reward experimentation or at least allow/encourage different playstyles and different mech types.
Side grades absolutely.
Maybe some simple xp based upgrades.
But this doesn't seem like a good system at all
#173
Posted 31 January 2017 - 09:44 AM
#174
Posted 02 February 2017 - 04:14 PM
why is it not just a normal skill progression path like we used to see in rpg games... or at least copy what path of exile does with their skill tree. this here is just a clusterfuk.
if you can't design a clean system please just step down and let an actually competent game designer take over !!!
#175
Posted 02 February 2017 - 04:21 PM
Arugela, on 24 January 2017 - 12:06 PM, said:
Oh, you think your Dire Wolf will get any "buffs" from its current state? Oh you poor soul..
I'm not really excited about this system. Kind of wish they would just fix the Pinpoint skill with something like "-5% laser duration, +5% missile/projectile velocity" and call it good.
There is just so much that can be screwed up by this. Not to mention, it will be even harder on newer players, who won't know what skills are actually useful, because you KNOW that some sklils will be vastly superior to others, that is a given.
#176
Posted 03 February 2017 - 02:27 AM
Gas Guzzler, on 02 February 2017 - 04:21 PM, said:
this is the issue when stuff becomes better. I really hope that they already realized that "Skill" Tree can be a balance breaker because they have toned down the marign of the old "skill table" several times.
To make it clear it will be pure horror. Because in the end you will match - maxed out top tier chassis with "new" ones.
Heck it might even stop any "new mech packs" in its track same for new players because they not only have no clue but also are "months" away to get there.
It is really important that the new skill tree is about choices about flavour and play style.
Choose one and you are denied to take the others - or any advantage comes for a price of a disadvantage.
So in the end you can end were you started but investing "billions" of XP.
For example - twist range comes at the price of twist speed - when you increase your twist speed you suffer twist range (so you spend two LPs but doesn't have any different mech - (this is a plain example but you should get it)
#177
Posted 03 February 2017 - 03:26 AM
Dino Might, on 22 January 2017 - 02:39 PM, said:
I agree with this in some respects, but in others I think it fails a large number of mechs because they are already disadvantaged by design. One of the biggest sources of imbalance has to do with hardpoints and their mount locations. A high mounted torso weapon is generally superior in all respects to a lower mounted torso weapon, which is superior to nearly all arm mounted weapons and then you have hitboxes and those advantages are how we got into the perks in the first place and why they are ultimately needed. I'm hopeful that this skill system will take into account how disadvantaged certain mechs are and give them better access to skills so a pilot doesn't have to choose between playing a mech they like and having to play 3 times harder just to be half as effective vs playing the meta designs.
Personally I think this new skill tree, so much as has been shown at this point, is a horrible deal for anyone that bought any of the older non-meta chassis, like the Centurions, and for most IS mech pilots. I think clans are going to love it.
#178
Posted 03 February 2017 - 08:54 AM
I think this is what they are going for, but I fear that the options are going to be relatively limited, and the available upgrades too many, so that it will inevitably be a shopping spree for those of us with enough XP and Cbills.
Simply put, I want reasons to choose NOT to get a particular skill.
I also worry that the skills will, like the current system in place, create too big a difference in mech performance vs an unskilled mech, and so we continue to punish new players disproportionately. That's not good for the health of an online game.
The best I can be at this point is skeptical. We really need to push them towards a sidegrade rather than an upgrade mentality.
Edited by Dino Might, 03 February 2017 - 08:55 AM.
#179
Posted 03 February 2017 - 09:07 AM
Dino Might, on 22 January 2017 - 02:39 PM, said:
The better mechs are likely going to have to trade off between mobility/firepower/durability, but (hopefully, otherwise you can forget about balance) the poor mechs should be able to stack the necessary skills to help them.
Thinking man's shooter, yeah there is a lot of that in actual gameplay if you want to be good.
Dino Might, on 03 February 2017 - 08:54 AM, said:
I think this is what they are going for, but I fear that the options are going to be relatively limited, and the available upgrades too many, so that it will inevitably be a shopping spree for those of us with enough XP and Cbills.
I think that is definitely going to be an issue for mechs that are very good (see KDK-3), but I have a feeling the choices for the less optimal mechs will be pretty obvious because they will have a lot more skills to use.
#180
Posted 03 February 2017 - 10:08 AM
We won't truely know how good or bad it will be until we sit down and start spending xp.
We are already seeing the Meta with inflated hard points. Now will we see Meta inflated hard points AND optimal quirks? YIKES!!!
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