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Universal 91 Skill Points May Destroy Mech Balance.


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#1 Cy Mitchell

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Posted 09 February 2017 - 07:21 PM

I am transferring quotes from a conversation between Gas Guzzler and I from another thread to this one because it addresses my biggest concern and disappointment about the new Skill Tree.

View PostRampage, on 09 February 2017 - 01:09 PM, said:



Having a universal 91 skill points for all Mechs widens the gap between the top tier Mechs and the bottom Tier Mechs. I have seen a couple guys post analysis of what it takes to get a Mech back to where it is as a Mastered Mech on the current skill system. Both of them came out with a number around 70-75 skill nodes to do this. That means that above that number you are allowing Mechs that had no quirks before to add quirks to increase their performance. Mechs such as the Kodiak KDK-3 can undo many of the adjustments that have been made over the last few months that was meant to rein them in which widens the gap or at the very least does not close the gap to lesser Mechs.

I was looking forward to the Skill Tree when I thought that it would help close the gap between the have and have not Mechs. Now that I see that it may even worsen that situation, I am finding it hard to see any positives that can come close to balancing that failure.

If it takes 70-75 Skill Points to bring a Mech up to the previous Mastered level then give the previously un-quirked, top tiered Mechs a maximum of 70-75 skill points to use. Give the lower tiered Mechs the additional 16-21 Skill points free. This will keep the cost to level all Mechs comparable and allow the performance gap to be closed somewhat.


#powercreepisbad

View PostGas Guzzler, on 09 February 2017 - 01:16 PM, said:


Well, your mastered mech probably doesn't consider modules. As a whole, mechs run hotter and are tankier, which is a net increase of TTK. I don't want power creep either, and agree that Kodiaks getting 20% ER PPC velocity is bad, but I also think that we can fix that by addressing the node values, and of course the fact that the IS is basically keeping all of their durability/mobility quirks. But yeah, there are a few weapon nodes on the Clan side that need nerfing, but remember that that Kodiak has more cooldown bonuses and potentially the same range bonus in the current system due to modules. Most mechs I think lose ~17% cooldown or something because of fast fire and the weapon skill only goes to 5%. Maybe the net reduction is 12% but still... less DPS, more durability, higher TTK.

On the other hand, being able to pick those strong skill nodes really helps some of the poorer IS mechs out.

Basically, if we can address the top mechs in the game getting some sizable improvements, I think it will be okay.

View PostRampage, on 09 February 2017 - 01:57 PM, said:


I believe they did factor in Modules in their analysis otherwise it would not take 70 SP to get you even. It was impossible for them to make an exact match due to things like heat changes but they got close and due to the way the new skill tree works they picked up quirks (skills) that the old Mastered Mech did not have.

I mention the KDK-3 because it is the poster child of power creep but there are several other (mostly) Clan Mechs that fit the same bill. The problem with adjusting the node values is that it changes the skill node value for all the Mechs that use that weapon, not just the top tier Mechs that need no help. For example, a Shadow Cat that can only carry a couple erPPC may need that 20% velocity to be viable. However, a KDK-3 or Marauder IIC does not need it because it also has multiple Gauss along with its PPC. Same thing for the cUAC jam reductions. A KDK-3 with 4 UACs is going to be affected a lot less by a jam than a Hellbringer or Huntsman that really needs that Jam reduction node to keep it in the fight. Therefore, reducing the node value hurts the lower performers more.

That is the reason I suggest limiting the SPs available for the upper Tier Mechs instead of changing node values.


I only have two complaints about the Skill Tree. The first one is cost, in both C-Bills and XP for both initial leveling and respect. As you can see by the above quotes, that complaint pales in comparison to my concern about how the Skill Tree is going to affect Mech balance.

I have given the problem some additional thought and I wanted to share an idea and get some feedback on it. I propose that each weight class would be treated separately with the top performing Mechs in each weight class being limited to approximately 70 SP while the worst performing Mechs in each weight class would get the full 91 SP.

Taking the Lights as an example, the Arctic Cheetah would get 70 SP (Locust too?). Mechs like the Mist Lynx (Firestarter?) would get the full 91. Mechs in between would get an allocation of SP somewhere between the two extremes. Things like performance and tonnage might be taken into consideration to determine the exact number of SP allowed for each chassis (variant?)

The same thing would apply to each weight class. For Assaults, the Kodiak KDK-3 and Marauder IIC would only get 70 SP and the Victor would get 91 SP.

In order to equalize the cost in both XP and C-Bills the additional SP that a Mech may receive over 70 would be free and could be used first before starting to pay for nodes. This would also have the side benefit of reducing leveling cost and grinding for all Mechs.

The goal is to prop up the underperforming Mechs while not allowing the Mechs that currently top performers and do not have quirks to become even more OP due to the player generated quirks from the Skill Tree. For me, this possibility is the biggest downside of the new Skill Tree and the changes it introduces.

Thanks to Gas Guzzler for his comments and making me think.

Edited by Rampage, 09 February 2017 - 07:23 PM.


#2 Dracol

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Posted 09 February 2017 - 07:31 PM

The main issue giving top mechs x number of nodes and worse performing mechs x + nodes is the lesser mechs now have what can be considered a tax. ..edited to add:.. wait, nvr mind this part, daw the bit about making em free after post. However my point beliw still stands.

One thing I noticed on the IS side was a lot of durability quirks remain. Add the node durability nodes on top of that and now IS is countering Clan firepower with armor. I noticed on the Pather, all deck out with max armor jodes and the base quirks it has, as 60 pts of armor on its gun armor. That more armor than a warhawk arm currently.

If one believes only offensive bonuses will allow under performs to match top performs, yhis new system will not be to one's liking. On the other hand, if one feels a mech durability and mobility can make up for a weaker offense, then this system still has the ability to facilitate that with the base quirks under performers start with.

Edited by Dracol, 09 February 2017 - 07:34 PM.


#3 Cy Mitchell

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Posted 09 February 2017 - 07:34 PM

View PostDracol, on 09 February 2017 - 07:31 PM, said:

The main issue giving top mechs x number of nodes and worse performing mechs x + nodes is the lesser mechs now have what can be considered a tax.


I am not sure what you mean by a tax. Please explain.

#4 Dracol

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Posted 09 February 2017 - 07:38 PM

View PostRampage, on 09 February 2017 - 07:34 PM, said:


I am not sure what you mean by a tax. Please explain.


Op stated the extra node should be free, but i failed to catch that before posting. Edited my initial post reflecting that.

However, the idea about give bonus nodes to underperformers has been suggested before without suggestioning the bonus nodes be free. If they still had to be paid for, then this payment would mean an underperformer would have to pay more to be on par with the other mechs. A tax if you will to be equal.

#5 Cy Mitchell

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Posted 09 February 2017 - 08:36 PM

View PostDracol, on 09 February 2017 - 07:38 PM, said:

Op stated the extra node should be free, but i failed to catch that before posting. Edited my initial post reflecting that.

However, the idea about give bonus nodes to underperformers has been suggested before without suggestioning the bonus nodes be free. If they still had to be paid for, then this payment would mean an underperformer would have to pay more to be on par with the other mechs. A tax if you will to be equal.


Thanks. I thought I had covered that with the free extra SP so I thought there was another tax that I was overlooking.

#6 PraetorGix

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Posted 09 February 2017 - 08:45 PM

Yeah I agree, in fact this was the very first thing I saw as problematic when the PTS went online. I had given for granted worse mechs would have a higher node cap and I was surprised they did not. PGI is wasting a powerful balancing tool there.

Edited by PraetorGix, 09 February 2017 - 08:45 PM.


#7 50 50

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Posted 09 February 2017 - 09:29 PM

I agree as well.
I'm not really worried about the xp or c-bill costs, but it seemed that we could get every skill we would want and more for the mechs.
91 skill points is a lot.
We were shown 75 in the demo back in December and that seems like we would have to make some harder choices which in turn will differentiate the mechs more.
Maybe it should be less. 60 points?
One side advantage of having less points is it then costs less in xp and c-bills to buy all those points.

Not sure it's a great idea to give some mechs more skill points than others.
I prefer we always have the same amount so if there was ever a problem with balancing because mechs have too many skills we aren't faced with a situation of losing skill points.

I would suggest alternative options, either:
  • Some of the lesser used mechs start with some skill nodes already and permanently allocated
  • Certain skill trees for these mechs can go higher than level 5 in some of their skills.
  • They have a unique skill tree to invest in
This way it is always the player's choice as to whether they want to use the mech in that way.

#8 Skribs

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Posted 10 February 2017 - 08:02 AM

People are looking at quirks, but also remember that some Mechs had additional module slots. Those Mechs aren't getting those module hardpoints back.

#9 Gas Guzzler

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Posted 10 February 2017 - 08:05 AM

Yeah, I mean they are supposed to be balanced by quirks, with the skill tree replacing the old skill tree/module system. At least, that is how the skill tree was implemented.

My concern with changing the number of skills is that it gets extremely arbitrary, similar to quirks. If its done right it should work, but I have concerns about what mechs PGI will consider too strong and give the axe to their skill points.

I would like to try to see some of those UAC jam chance and PPC velocity skill nodes nerfed, but I'm not sure if that will fully address the KDK-3.

#10 Cy Mitchell

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Posted 10 February 2017 - 11:30 AM

View PostGas Guzzler, on 10 February 2017 - 08:05 AM, said:

Yeah, I mean they are supposed to be balanced by quirks, with the skill tree replacing the old skill tree/module system. At least, that is how the skill tree was implemented.

My concern with changing the number of skills is that it gets extremely arbitrary, similar to quirks. If its done right it should work, but I have concerns about what mechs PGI will consider too strong and give the axe to their skill points.

I would like to try to see some of those UAC jam chance and PPC velocity skill nodes nerfed, but I'm not sure if that will fully address the KDK-3.


Yes, the number of SP would have to be carefully determined with data that PGI should have at their disposal. Something similar to what Tarogato did ,with the polls of the community about the best Mechs could work but it might have to go deeper to consider each variant. I do not thing that is necessary but it has long been a community complaint that all Kodiaks are treated the same despite the KDK-3 being the only one that is OP.

No matter what PGI does someone will thing that their favorite Mechs were not treated fairly. We just have to accept that and push forward. People will complain and then they will adapt.

#11 Gas Guzzler

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Posted 10 February 2017 - 11:58 AM

View PostRampage, on 10 February 2017 - 11:30 AM, said:


Yes, the number of SP would have to be carefully determined with data that PGI should have at their disposal. Something similar to what Tarogato did ,with the polls of the community about the best Mechs could work but it might have to go deeper to consider each variant. I do not thing that is necessary but it has long been a community complaint that all Kodiaks are treated the same despite the KDK-3 being the only one that is OP.

No matter what PGI does someone will thing that their favorite Mechs were not treated fairly. We just have to accept that and push forward. People will complain and then they will adapt.


The other issues with this though, are that unskilled mechs are hugely unbalanced, and that using skill points as a balancing method means that as other facets of game balance change, certain mechs will perform better/worse naturally, so the skill point number might actually have to change, which means people will need to redo their trees or buy more skills for a mech that was previously mastered. I would prefer:

-Skill tree is NOT used to balance mechs, all mechs have the same number of skill points
-Some of the stronger, unbalanced nodes are brought in line
-Mechs are balanced outside of the skill tree, preferably through tech balance, but quirks are okay too and will always be needed for mech balance

The skill tree should offer slight buffs to a mech in specific locations. Currently it has too much of an impact because some nodes are just too strong.

TL;DR Mechs need to be balanced outside of the skill tree, there isn't a good way to do it with the skill tree.

#12 Quicksilver Aberration

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Posted 10 February 2017 - 12:00 PM

I'm going to make this very clear:

THE SKILL TREE SHOULD BE AMBIVALENT TO MECH/TECH/WEAPON/ETC BALANCE. IT IS NOT NOR SHOULD IT BE MEANT TO BALANCE ANYTHING.

Edited by Quicksilver Kalasa, 10 February 2017 - 12:01 PM.


#13 Cy Mitchell

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Posted 10 February 2017 - 12:05 PM

As I mentioned before, if you give UP Mechs their 21 (or so) additional SP right up front and allow them to use them free then they can bring their weaker Mech closer to the unskilled OP Mechs. Then from their on everyone pays to get to maximum performance.

I do not see balancing by Skill Tree as the perfect answer. I just see it as an opportunity to balance or a risk to severely unbalance. Right now, as it stands, it looks to me like it has the potential to contribute to Mech imbalance. No, let me revise that. In its present state it is causing even more issues with balance. Maybe it is time for PGI to put balance somewhat into the players hands.

Edited by Rampage, 10 February 2017 - 12:09 PM.


#14 Gas Guzzler

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Posted 10 February 2017 - 12:08 PM

View PostQuicksilver Kalasa, on 10 February 2017 - 12:00 PM, said:

I'm going to make this very clear:

THE SKILL TREE SHOULD BE AMBIVALENT TO MECH/TECH/WEAPON/ETC BALANCE. IT IS NOT NOR SHOULD IT BE MEANT TO BALANCE ANYTHING.


Agreed. They should really just remove the "get rid of inherent quirks" line from there design goals, and add that the list of design goals to their "Balance IS vs Clans" project.

View PostRampage, on 10 February 2017 - 12:05 PM, said:

As I mentioned before, if you give UP Mechs their 21 (or so) additional SP right up front and allow them to use them free then they can bring their weaker Mech closer to the unskilled OP Mechs. Then from their on everyone pays to get to maximum performance.

I do not see balancing by Skill Tree as the perfect answer. I just see it as an opportunity to balance or a risk to severely unbalance. Right now, as it stands, it looks to me like it has the potential to contribute to Mech imbalance. Maybe it is time for PGI to put balance somewhat into the players hands.


Ah okay I must have missed that, but still, I really think that skill tree should not be used for balance. There is no reason that tech balance and quirks can't be used. PGI has been reluctant to address it, but that's what really needs to happen.

That, and some of the skill tree nodes are just too strong, either when combined with IS quirks or an already top tier mech.

#15 Cy Mitchell

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Posted 10 February 2017 - 12:17 PM

View PostGas Guzzler, on 10 February 2017 - 12:08 PM, said:

That, and some of the skill tree nodes are just too strong, either when combined with IS quirks or an already top tier mech.


Yeah, like KDK-3 with UACs being every bit as fearsome as they were back in the day of dakka slaughter or IS Light Mechs with the same amount of armor as Heavies on top of great speed and agility? There are some real doozers out there right now.

#16 Gas Guzzler

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Posted 10 February 2017 - 12:19 PM

View PostRampage, on 10 February 2017 - 12:17 PM, said:


Yeah, like KDK-3 with UACs being every bit as fearsome as they were back in the day of dakka slaughter or IS Light Mechs with the same amount of armor as Heavies on top of great speed and agility? There are some real doozers out there right now.


Yeah, although... buffs to lights sound pretty great. Its been needed for a while.

But yeah, the current skill tree + KDK-3/HBK-IIC/NTG/TBR is scary.

#17 Quicksilver Aberration

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Posted 10 February 2017 - 12:25 PM

View PostGas Guzzler, on 10 February 2017 - 12:19 PM, said:

But yeah, the current skill tree + KDK-3/HBK-IIC/NTG/TBR is scary.

Which is honestly bad because LPL/ML pushes are actually pretty even with Clan PPFLD right now at least within the scope of the Star League tourney (6v6 domination does kind of lend itself to pushes fairly well, so it is a bit biased). Honestly when taking into account tonnage, I'd say the BLR-2C in live is better for the tonnage.





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