Ruar, on 26 April 2017 - 03:58 PM, said:
So I'm NOT supposed to be able to customize my mech, but instead only take the dev approved options and cookie cutter like everyone else.
Got it.
You do customize it. You CAN maximize things like cooldown and such, but doing so on a single-weapon build costs "extra" (skill points used in otherwise unusable nodes).
This is built in balancing for the fact that single weapon type builds have an inherent bonus in weapon synergy.
You have no more or less customization options this way. There will ALWAYS be "optimal" skill builds, what those are changes but they'll always exist.
This is just adding diminishing returns on skill points for builds with inherent advantages... It's a
minor counter to extreme minmaxing. Keep in mind, you can still use those skill points at full efficiency elsewhere.
El Rizzo, on 27 April 2017 - 10:40 AM, said:
Then you favor boating though, because a mech only running one weapon type gets all the benefits by taking only one tree while a mixed build is forced to take and invest more points, thus leaving him with less points to invest in other areas.
The generalized approach to weapon quirks is actually one of the few positive improvements they made over the initial version, they simply need to entangle this messy skill "web" by reducing the amount of nodes to 1/4 or at least 1/3 and increasing the node values accordingly. Additionaly they need to make the individual skill nodes linear so they can be accessed without filler nodes, but with increasing costs for each node after the first to keep the cost about the same as it was before. That way the tree would look MUCH sleeker and more accessible while retaining the "hard choices" PGI wants us to make.
This. With multiple weapon skill trees - we tested that - mixed builds are severely disadvantaged vs. boated builds, and mixed builds are typically already weaker than boated builds before skills are considered at all.
Edited by Wintersdark, 27 April 2017 - 10:53 AM.