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The Skill Tree Public Test Session is now offline pending further tweaks and refinements as we approach its planned release in the May patch. Prior to release we will be addressing a number of bugs and improvement opportunities identified during this PTS, including (but not limited to):
• Firepower Tree: Improvements to reduce 'gating' issues, particularly in the initial portions of the Tree. While Weapon-specific Node investments will still be required for maximizing specific Universal Nodes, these changes will enable more direct access to Universal Nodes without the level of investment required into Weapon-specific Nodes seen in the latest PTS build.
• Base Quirk fixes for a number of 'Mechs with incorrect value entries, such as the Negative (detrimental) Quirks for the Assassin.
• MASC: Adjusting base values to address inflated Deceleration behavior.
• MechLab (Consumables): Fixing an issue where the Loadout Alert text was incorrectly formatted.
• MechLab (Consumables): Fixing an issue in the Loadout Error window where a Consumable slot violation was still being referred to as a Module slot violation.
• Cool Shot Consumables: Fixing an issue where using your first of two Cool Shots in a match would cause the entire bar to deplete.
• Cool Shot Consumables: Fixing an issue where using a Cool Shot would cause various issues with subsequent Consumable uses of different types.
• Cool Shot Consumables: Fixing an issue where using a Cool Shot wouldn't display the standard cooldown bar within in the HUD icon.
• Refund Ledger: Categories will now be expanded by default.
• Refund Ledger: Clicking the 'Close' button when viewing the information pane will now take you back to the main Ledger, rather than closing the Ledger itself.
• Refund Process: The starting point for receiving C-Bill refunds from Owned Modules is now December 3rd 2016, rather than February 8th 2017. This new date coincides with the first announcement of the new Skill Tree.
Okay. I really appreciate that PGI is continuing to iterate on this. I do.
I also recognize that some of my prior responses were a bit heated. However those concerns were ones voiced universally from the release of the first PTS about it. I know I suggested Tina actually slap people across the face with a wet rag and I realize that was inappropriate, Tina seems like a very nice person and not the 'slap them with a wet rag' sort.
I'm totally cool with that being done by Matt Newman. Nobody who posts regularly on the forums is going to have too many objections to 'Wet Rag of Community Disapproval' duty.
Critically though -
Stop with the gating.
Stop it.
Don't do it.
Nobody is going to like it and it's not going to do anything for you that another method won't do better.
It flat out prevents us from making meaningful compromises in balancing skills. It forces us to pay all the way up to and past the gate (and all the unwanted 'Universal' nodes) to get the ones that are worthwhile.
The only thing this will accomplish is to expand the problems already created by 'good mechs' (what people call metamechs) playing in matches vs 'bad mechs' via introducing a system that more or less requires you to stick to a pretty narrow path to get into anything good.
It does not create a balanced set of tradeoffs to decide between - in fact it prevents useful tradeoffs.
You want to keep people from min-maxing to get max bonus on weapons? Cap weapon bonuses at 7.5% or whatever. Establish a relative value between them and make the otherwise 'less valuable' stuff worth more per point than the 'valuable' stuff. Have speed tweak only 0.5% per point up to 5% but Hill Climb 7.5% up to to 30% - so there's 10 Speed Tweak nodes but only 4 Hill Climb, so it's worth it for me to only do 8 or even 6 Speed Tweak (as the cost is small) to get some very useful mobility in a lot of situations.
In the current gated system I can't do that. I have to give up heat management stuff (which is a gotta have on most mechs) in order to give up the speed tweak, but I can't spend that on other mobility stuff, I have to spend it on sensors or the like - and I'd need to back out 5SP from, say, Mobility, just to get 4 minimally useful sensor quirks and 1 pt of Derp.
That's never going to be a smart trade. Ever.
Stop gating PGI. Don't do it. You want to gate weapon specific stuff behind universals? That's fine. However gating is stopping us from doing with the skill tree what the skill tree should literally be there to do.