Yeonne Greene, on 26 April 2017 - 09:42 PM, said:
It is a different story, because they haven't quite gotten the concept of trade-offs right. There remains an optimal path through the trees that can be nearly universally applied for maximum impact.
If pathing is an issue, which leads to "powerful and useful skills" as being too easy to get (as in, negatively impacts the choice between functions) or too hard to get (making them not worth trying), than that is an issue that needs to be mentioned.
GabrielSun, on 26 April 2017 - 05:51 PM, said:
Look at how far these are spread out. Heat containment and Cool Run were the first thing you picked up before... and cheaply. Why do I have to spend 21 pts minimum to get them now? It's ridiculous.
The underlined section is my reference point that I don't like seeing.
I know, we want to compare it to something and that something is the current skill system in the game. But, I'm advising that people just try not to compare the two, as they are suppose to be drastically different system. Right now, there is no creativeness in the skills, as everyone ends up having the same skills and there is no give or take, no decisions to be made.
The current proposed Skill Tree is suppose to be designed to force people into making a decision. Do I want to get weapon skills, survivability skills or agility skills? Which one is more beneficial to me/my build over the others? Or do I want to just dabble in a little of each but not focus on any given one?
If the current trees aren't having you think about the skills you wish to unlock, and you can literally "get everything you want" too easily, than that needs to be questioned. Not, "We could get it before real easy, I want what I had before", as what we had before (now for the record) is a skill system that is boring and everyone just checks off all the skills and move on. (Including some that do completely nothing right now, and have for years.)