Anavel Gato2, on 04 March 2017 - 07:41 AM, said:
MWO is no RPG, and we are not here to play RPG.
The tree you're creating is lot more difficult than Blizzard's Diablo skill tree - and Blizzard are considered the BEST in RPGs.
There is no RPG where you're forced to unlock skills/quirks not related on the choosen tree -
and MWO is no RPG, and we are not here to play RPG.
You don't want to get easy reach important skills? Instead of a large, use a high skill tree.
But don't put in a single tree skills we cannot use - (cannot, NOT want not) - and force us to unlock them.
This, a million times.
I tried real hard but I don't see the point of having such complicated, disorganized, unwieldy mess of skill "shrubberies" with lots of tiny insignificant nodes which are also blocked by totally unwanted and useless ones.
Let us ask a simple question: At its core, what does this new skill tree really bring to the table, compared to the current one? A little bit of choice where there was none before. That's it. Such a small progress does not need such a complicated monstrous design.
But we now have new exciting stuff like JJ trees, armor&structure tree you say? Yes, those are very nice but NONE of these new features have anything to do with the design of the skill tree. PGI can easily add these new features to the current version of mech skills and bam, mission accomplished with zero complexity.
I like increased TTK and less agility overall but, again, these have nothing with the design of the skill tree.
So, in a nutshell:
Good: Provides choice for players, where there was none. That's the point of having a skill tree in the first place.
Bad: Anything and everything else. Ouch.
- Respec costs should be ZERO and that is the end of discussion. I can't stress this enough. Part of the appeal of this game is the endless tinkering in the mech lab since there is very limited content in the game otherwise. Skill tree should follow this model. If you think making respecs expensive will make people buy more mechs, you are seriously mistaken. Penalize respecs at your own peril.
- Skill point costs are still too high. Lower them to make mastering mechs easier so we would want to buy more mechs, instead of less.
- Vastly simplify each individual tree. There is simply no reason to have 10 nodes of the same thing with pathetic bonuses each time. Reduce the max number of skill points to something like 50 or so. It is pointless and extremely frustrating to click 91 times for laughable bonuses each time.
- Make every single node worthwhile on its own. Each should give a meaningful bonus and unlocking a node should feel like an accomplishment, not a drag.
- Instead of forcing people to get useless nodes and pissing them off, increase the cost of nodes which are more powerful. Powerful nodes should cost more and that's it.
- Current PTS pits whole trees against each other. This is not a real choice because there is no way to properly balance different trees against each other. Either defense will be king or mobility (or some other tree, depending on the mech and total benefits of those skills). On the previous PTS armor&structure bonuses were sizable and not taking them would be a mistake. No choice here. Conversely, current PTS has lower values for those and now there is absolutely no point to take them on an assault. No choice here either. To fix this, the choices should be within the trees themselves and trees should not be able to be completed.
Example: Defense tree should have armor, structure, critical hit reduction, radar dep, ecm, shock absorbance, ams and anything else PGI can think of. Give them two levels each and limit the tree to have max 12 points out of 24 total. Make armor, radar dep and ecm, crit reduction cost 2 SP per node since they are more valuable. You want to be a tank? Get two levels of armor, structure and crit reduction and that's it. No radar dep for you. Want dep? Compromise on something else.
You get the idea.
Edited by Lucky Rookie, 04 March 2017 - 12:59 PM.