So moving to Chris's pitch (and partly comments of Russ). Some aspects of the tree we saw when we were leveling our first mechs on PTS shaped up to be the pillars of the new system that PGI is not ready to abandon:
- Give-and-take concept featuring the rule "progress through secondary nodes to get the best nodes"
- Pathway progression through nodes that rewards a player with cheaper "side" nodes and - in theory - encourages to collect several related skill sets which will result into a "role" skillbuild
- Not linear or tier execution of the task, but tree-looking one
But here is the deal.
The current state of the Skill Tree has flaws and doesnt really embrace goals stated by PGI. Two main goals shared by the community and the company are: provide customization and roles of mechs. And for now regarding these two roles:
THE NEW SKILL TREE ADDS NOTHING TO THE GAME
Simple example. If i want to build a damage dealer support mech that relies on uacs, i can heavily invest into the firepower and get: -7% cooldown, 10% velocity, 15% range, +16 magazine capacity, -5% uac jam chance, -8% heat gen for 40(!) nodes, NOT including nodes inbetween. Any sane player will trade all these bonuses for seismic+radar deprivation and some more points to progress to the speed tweak.
You can build these examples for every weapon specialization or sensor specialization. Tiny bonuses for a huge cost.
The Tree is HIGHLY disbalanced. Most of numbers are too low. Minmaxing it out will be a very easy task. No customization or specialization so far.
In fact, as for now, the Tree even takes some customization away: many underperformers are seeing further reduction of their quirks, which leads to a further gap between them and go to mech variants.
So what can we do now? We can continue to moan about the economy, we can dream of our perfect skill tree, we can quit quietly and shelve the game until better days...
Or we can try to provide reasoned suggestions that do not contradict PGI's pillar items and at the same time help to achieve our shared goals.
Some quick suggestions on top of my head, to start with:
- To make the presented tree balanced and also provide customization and specialization:
1) Most of node values can be dramatically increased, including multiplying most of firepower branch values by 2 (laser duration and range by 1.5), vastly bigger values for secondary nodes across the tree (such as hill climb) and significant buffs to target info and sensor range for sensor specialists.
2) Maximum number of nodes can be reduced to 65-70 including free of charge 10-15 points for each new mech (to lower the gap and make every new mech unique from the start). This will provide specialization and embrace the give-and-take concept.
3) Node cost can be respectively increased to get the overall cost of a mastered mech in line with the current skill tree state. - Severely cut ingame values of arm pitch and heavily increase arm pitch node values to make these nodes a noticeable addition to mechs with arms. Otherwise they can be just replaced by hollow nodes, that would look more fair.
- To balance the underperforming mechs, their quirks must be restored AND they can get more maximum skillpoints based on how many quirks they have already.
- To maintain the build experimenting part of the game, respec must not be charged with XP. Instead, a minor c-bills price (150k for full respec or 10k for one node) would work. Also there can be created a tool of saved skillbuilds: each mech can buy up to 2 additional slots for saved skillbuilds for c-bills and even more but for mc price.
- I would love to see more links and nodes rearrangend for the Mobility, Survival and Operations branches to provide more possible paths. Sensors branch looks a lot better for me in that sense.
Looking forward to your suggestions, guys. I know, many of you are pissed off and exhausted. Me too. But we heard the stated goals during the podcast. We were asked of constructive feedback and now we know what basis we must build it on. We might as well try this one last time.
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