First off, thanks for taking some additional time with testing the skill tree instead of dumping it out on us as a hot mess. You're doing good and on the right track PGI.
For my own feedback there are two skill trees that are pretty much perfect and ready to go, the Firepower tree and the Jump Jet tree. Both of these trees allow the player to get the nodes they want without all the chaff.
That said, the Survival, Mobility, Operations, Sensors, and Auxiliary skill trees need some more tweaking. The main issue is that in order to advance I must choose nodes that I do not want, or or flag a warning indicator (One or more of these Skills do not apply to your current Loadout). I understand that you are trying to bring some variety into the builds by making the skill web like this, but forcing variety is not the way to do this. There should always be a rock, paper, scissors, lizard, Spock meta; which this skill web is trying to shoehorn in. My solution is don't shoe horn it in, let us take the nodes we want or need without having to take chaff. People will experiment with different things over time in order to counter the current meta, which will become the new meta, and the wheel keeps turning.
In short, please stop forcing us to take nodes we don't want, or can't use in order to advance down the skill tree. Let it flow out organically like the Firepower and Jump Jet tree.


Skill Tree Public Test #2 Feedback
Started by Currant, Apr 26 2017 06:23 AM
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