My understanding was that one of the reasons for replacing the skill tree was to stop forcing people to buy unwanted/useless skills. (e.g. pinpoint, or arm reflex for mechs w/ no arms).
Instead of fixing the problem, PGI doubled down, and there are forced choices of useless/unwanted skills all over the place (except for the jump jet tree). Not only are you forced to buy skills you don't want or need, how you do it feels haphazard, like being nibbled to death, or at least annoyance, by ducks.
How many people actually bought and used improved gyros or hill climb modules? Target decay for non-LRM (& sSRM) mechs? Sensor Range?
Crit rate reduction, previously an oddball quirk on a handful of mechs is now required for anyone who wants to delve into survivability?
Honestly, some of these issues sound like choices made by prideful and vengeful designers.
"Darn it, I designed this imp gyro module, it's good, but nobody wants to use it! I'll show them, I'll
force them to use it."
I think the designers should be honest with themselves, and us, about the motivations here.
(on the subject of imp gyros, if they were enhanced to also reduce screen shake from jj's,
which they should do, I think a lot more people would be interested, but anyhow...)
I understand about forcing people to make trade-offs. I'm highly in favor. But, requiring people to make purchases they do NOT want, multiple times in a single build, and repeated for every single mech. That will be a constant pain point.
So, an idea. The devs want gating. Fine. Determine what number of less desirable nodes are required in each tree and array the choices in tiers. Set it up more like the traditional (hey, it works) skill/spec trees in mmos.
As an example, in agility, let tier one be a choice between 5 points of hill climb or gyros. Each player chooses which they would rather have. You must spend 5 points in tier one before you can buy anything in tier two. Second tier is an array of torso twist/pitch/speed and arm related stuff. Again spend 'x' in tier two before you can reach tier three. Tier three could be turning/braking/accell. Spend 'x' in three to get to tier four, which is all about speed tweak.
You've still gated entry to the "better" nodes, but now you've allowed people to
choose where they want their gating, a vast improvement.
Other possible factors:
- set a maximum points spent in a given tier
- have an actual tree mechanism, where once you go down one branch of the tree, you can't spend point in another (i.e., in firepower, pick one to spend in of e/b/m, for jj's pick forward or vertical, etc.)
- spending points in one area can lower the maximum spent in another (more survivable = less jj/mobility; more firepower = less sensors) (I fully expect that would be unpopular, but hey, choices matter, and should have consequences)
Edited to correct skill to quirk for crit reduction.
Edited by Insanity09, 30 April 2017 - 10:25 AM.