Posted 09 February 2017 - 05:59 PM
I've been playing the game for about a month and am about 360 matches into the system. So, I'm still relatively new and not that good, but here are my thoughts about the new skill tree and, at the bottom (in case anyone wants to skip this) a suggestion for giving out SP instead of returning XP and/or CBills, which I think would help alleviate a lot of concerns.
People talk about specialization and, while there are a ton of Firepower nodes (195), if you max out two weapons (40 SP) you have 51 nodes to pick from the other 99 nodes in the Survival, Mobility and Operations trees (84 if you get rid of jump jets). So, there are some decisions that you have to make. I guess the question is if you can get two weapons fully maxed and then 50% - 60% of the nodes in the other trees, does this allow for enough potential specialization or broad performance across all areas for individuals to select from? ... probably. Maybe there are some other tweaks, but at least you can't get every node on all the trees.
For acquiring the nodes, while you need 1500 XP in the new system ... getting the GXP for the pilot skills was a real slog. While once you got them they worked for all mechs, I only reached one (a 15K skill) and was taking forever to get to another 15K skill. I didn't mind too much because the benefit was for all mechs. Now, I can get the same skill faster and at least improve one mech rapidly. I don't mind that too much. The new trees also require me to think a bit more about what I want to do ... that's not so bad now but would have been really confusing when I started (there's not a lot of clear help when one starts). However, at some point, someone in the community will develop a guide to the Skill Tree and that will remove some of those problems. Also, the respec option allows me to fix a mistake, albeit at a cost, but that's ok ... I like the respec option.
As for the costs ... I average about 70K CB and 500XP a match (again, not that good). So, in three matches I get 1500XP and 210K CB. That's enough to buy a node and leave me with 110K CB. So, in 273 matches (which for me was less than a month), I'd master a mech with 91 SP and have about $30 MILLION CB extra. So, in about less than the time I've currently played (which was more frequent because of an event) I would have been able to fully master a Mech and had $30M extra CB. As it is now, I have 3 Marauders and 2 Warhammers with three of them having completed the basic skills. I'm still pretty far away from Mastering a mech. So, in this regard, I like the skill change.
Additionally, I really didn't want to buy 9 heavy mechs to get to mastery in my Marauder. While I've been forced to try some hard point configurations I might not have normally tried (and that has been helping my play), I would have preferred to be able to purchase a medium or light mech to play around in as well, but since my skills weren't that good I didn't want to start in one of those mechs. So, as a new player, the new approach would have given me an opportunity to try a wider style of mechs (outside the trial mechs, of which I played all of them) that I could configure.
As for a con, I think some of the trees, particularly the Operations and/or Survival trees, require too many nodes that I'm not interested in obtaining (e.g., Hill Climbing, Fall Damage). These "roadblocks" will require that I need about 20 SP to get my mechs with full basic skills back to the same level ... but I'm only get 5 SP worth of XP back and no CBills. While I don't mind purchasing some nodes that I really don't want (we had to do it in the current version), I think some of the current trees force that issue too much.
More significantly, if I need 20 SP just to get my one mech with all of the basic skills back to its current level, and I'm only getting 5 SP worth of XP and no CBills, what is going to happen to those individuals who have been playing the game a long time? What good is getting a bunch of XP back when it's going to cost someone millions and millions of CBills to get back to where they are currently in their development?
Some have suggested returning some CBills as well as XP. However, my suggested fix is to not return XP and/or CBills at all, but instead give players some equivalence in SP ... this way individuals aren't given XP with no CBills or truck loads of CBills to make up the difference. Instead, they receive the necessary SP currency to get back to (or close to) their current builds (and I apologize if this has already been suggested ... I couldn't read 20 pages of comments). For example, if getting back to the Basic skills requires about 20 SP (above), then give each mech with those skills 20 SP ... someone who has reached Elite status should get a similar equivalence (I'm not there, so I don't know what that would be). For pilot skills, provide some additional SP to the mech if the pilot skill would have benefitted the mech. I don't know what to do about modules because I have none. This way, players aren't on the hook for huge amount of CBills and XP that might not even be enough to get them back to where they're at.
I believe this last point is VERY important ... you (PGI) shouldn't want to set back players so far that they cannot recover relatively easily ... particularly the long-standing players of the game. Since SP is the new "currency", it seems like this should be a good "fix" to the problem of what individuals are getting back.