I'm amused by all these people who try to play the game from the forums, calling doom and gloom. Meanwhile, plenty of people are messing around with the new skill tree system and having a good time of it.
Is it new? Yes. Is it different? Also yes. Does it trigger people who don't like change? EXTREMELY YES.
But it also gives me another thing to fiddle with, and I love fiddling. Not to mention it buffs some of the weaker mechs when you actually go out and play them after putting some good nodes on them.
The new system needs work, it needs refinement, it needs simplification. But at the core of it, it's fun and different, and lets you have more variety be viable than with the old minimaxing system.
And to everyone going on and on about how you have to spend SO MUCH TIME going through all your old mechs to skill them out. You don't. You really don't. Just skill them as you want to play a certain one, not need to act like you have to do it all in one go or it's no good, as if you're being shortchanged by the simple fact you have mechs that haven't gotten their skilltree filled out yet. When really with mastered mechs, you have the points all there, you're not going to lose those points by leaving them unused for awhile as you set mechs how you want them. It's a new thing to learn and it looks intimidating, but once you start actually playing with it for a while things are simpler than they seem.
This is not the doom of MWO. Things are not so imbalanced that some insist on saying they are. And more importantly the game is still hella fun to play. It gives more control of what the mech is good at over to the player, instead of being made to play a mech a handful of ways or I'm doing it wrong. While still managing to have the different mechs feel like they're different from each other, rather than blending together into pointlessness.
For those that hate the new system even after giving it a real chance, playing with it for a few hours, seeing what can be done with it, I am sorry that changing this one aspect of the game has ruined it for you. That's never fun, no matter the circumstances. But have you considered all the added control that the new system gives to the player for what they want their mech to be good at?
I've seen lots of talk about how so many nodes have to be used to get back exactly how the skills were before. Well here's a suggestion, try out new things and see what's fun, what works, what's effective. We've all been given a new tool with a massive amount of options to tweak and mix together, so trying to merely copy what was there before seems like a waste of potential enjoyment when so many new possibilities are created with it.
In closing, thank you PGI for the new system, though I HIGHLY encourage you to work in streamlining and simplifying it some, as it really does need it. I'm having lots of fun discovering all kinds of new ways to use my mechs, and being surprised how effective they are at doing what I did with them before, finding they even do it a bit better sometimes! Looking forward to the energy weapon rebalance next month, and all the new tech the month after that. In the meantime, I'll be very busy with the 70 mechs I currently have, making them the best they can be, without having to get 3! of them just to maximize the one I like the most.
Edited by SPNKRGrenth, 17 May 2017 - 02:16 AM.