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Forced Useless Onde And Skillpoints Per Node


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#1 Appuagab

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Posted 13 February 2017 - 12:52 AM

Many people are unpleased by useful nodes hidden behind completely useless. I understand why PGI's hiding useful stuff behind a few nodes of garbage: to make really good stuff feel more valuable. So it's just a covert way of making some useful things cost more skillpoints.

But why don't just make skillpoints value and amount of stats for each node different? It looks like PGI's trying to balance every single tree and node between each other and make mech's leveling more smooth but it's obvious that most of people would throw their skillpoint into speed tweak and radar deprivation in the first place and then just maxing their boats firepower.

Maybe it would be better just to make useful nodes cost more SPs without going through arm pitch fillers, «compress» some weapon nodes into smaller amount, give some additional stats (like both cooldown and range) for underperforming weapons, add negative stats in the end of the tree to give people opportunity to try very specific builds etc etc etc

This must surely be individual for each mech because lack of role differentiation between different mechs and uselessness of stock canon tabletop stock builds in current meta are huge MWO's problems.

And of course, while typing all this, I was implying that PGI have read players' feedback and they are already going to get rid of respec extra fee, make unlocks permanent and implement stats divided by amount of mounted weapons that people were asking since ED PTS.

I also think that PGI shouldn't stop with what they will release when skill trees are finished and it would be nice if they'll add more different trees with more options, especially taking into account that new tech is coming.

Edited by Appuagab, 13 February 2017 - 12:52 AM.


#2 DeeHawk

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Posted 13 February 2017 - 04:11 AM

I agree that the system is way too simple.

Skill trees are very complicated to create and maintain balance on. They shouldn't be cooked down to something this simple, without any deeper branches which gives you some feeling of choice. This tree gives you the exact opposite feeling.

Trying to save this apathetic attempt at a skill tree by implementing the most abundant feedback solutions in 1 week from now?
Absolutely doomed to fail.

Fail, as in not being a worthwhile change to the system.

Come on PGI; did you really try your best on this one?
Seems like UI design staff have been working their *** off, while balance devs have been on vacation.

#3 Dracol

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Posted 13 February 2017 - 05:57 AM

Op, I would say nay to your proposal because some players can find benifits to what other people call useless nodes. Take fall damage for instance. Alot of forum posters have been saying they don't want that node on the way to speed tweak. However, if a jumping mech wants that node and as well as speed tweak, under the OP's solution, they would have to pay for the extra cost of speed tweak while also paying the cost of fall damage reduction.

As it stands now, one's investment to get speed tweak also confers the bonus fall damage. One might not see much need of it, but one's mech will still benifit from it. Why remove the extra bonus just so one can spend x amount on speed tweak alone?





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