Wintersdark, on 29 April 2017 - 08:41 AM, said:
Give your head a shake. No matter what PGI does, what you warn about above is going to happen. Even if there's much greater balance between "good skills" and "bad skills", there will ALWAYS BE "the best skills" and there will ALWAYS BE "the best builds".
ALWAYS. It's inevitable.
If you allow players choice, players will make bad choices.
The ONLY way to avoid your complaint is to not allow choice at all, in which case we'd be better off without skills at all and simply have NO skill tree. I can see that as an argument, but it's less fun as progress adds reason to play, and reason to play adds content for other players.
A way better way to approach this is:
Does "everyone" [read, everyone who's being successful] take the same skills? If so, increase value in unused skill trees to make them more competitive. Maybe make Seismic work better, or work at higher speeds. Increase the mid-level skills value, to make Hill Climb actually do something.
In short, buff the trees nobody takes to make them more compelling choices.
But to be honest, I think you're overstating the value of some of the trees. The mobility gain, for example, from the agility tree is noticable but NOT one that's going to let you safely circle an identical mech without it. It WILL give you an edge, but then the mech without that has other advantages - Maybe he's got 2 more UAV's and Seismic, so while once in a brawl you've got a slight edge (again, it's not that huge), he's in a better position to get the first strike, or to avoid someone else getting the drop on him.
Maybe at the very top end of play (well, not maybe) the relative value of trees will be starkly different, but at "normal" play - and particularly in solo queue play - things like Sensors become a lot more valuable, so you need to think of this across all levels of play, not just at top end play.
Ultimately, though, you know this damn well: No matter how well balanced it is, there will ALWAYS be an optimal build, there will ALWAYS be "meta" skill builds.
Always.
I think that the current general skill tree design (including engine decoupling) will be less prone to clear meta builds and everything else than the current arrangement is. Do you use skill points to make the 'Mech better at what it already does, bring subpar attributes up closer to average, replace tonnage for other uses, add something unusual entirely etc.