As i have stated before in the PTS's for the skill system . it still seems too bloated there are things in it not needed or offer no real benefit from anyone Ive discussed and tested with .
First is the ability to not go to a connected node and having to waste points to go AROUND to a NODE that is maybe ONE or TWO nodes away .
Second big thing , is the COST PER NODE for the skill tree this adds to a already expense to equip a mech . this is especially clear on a new mech that your outfitting with engines , endo, DHS and weapons and now skills .
YES im a Cheapskate , i never bought alot of modules due to the cost i bought enough per weight class ,not for every mech but for every weight but now skills that used to cost only exp now get double dipped in the time gated currency's which is alot of Cbills it adds a additional 3640000 cbill cost even if you dont take the module equivalent trees thats alot more game time needed to level a mech from scratch . hiding the amounts behind a confusing interface , and dumping alot of cbills doesn't change a thing ,
My other issue is the cost for experimentation with this tree , what ive spent on changing a build in the tree is appalling , your punished in cbills for correcting a under performing skill . it takes away what makes MWO fun for me , CONSTANT TINKERING cuz the only way to truly know if a change works is to skill it too . and its worse for omnimechs they really loose there flexibility of changing pods to make the mech different , if each time you want to change pods you better reskill that tree to get full performance that's the truth , and another cbill expense .
When a game starts to spread a currency too thin where your finding your play time has to increase just to continue playing how you have been then its time look closely on whether the game power creep is worth the time to invest and is rewarding enough to continue supporting or not .


Skill Tree Is Ok But Has Issues
Started by QuePan, May 18 2017 09:54 AM
2 replies to this topic
#1
Posted 18 May 2017 - 09:54 AM
#2
Posted 18 May 2017 - 10:01 AM
The only thing I hate is that you have to re-skill to unlock other nodes. I don't want to change my build until I can get everything new that I want, but I can't do this piecemeal. I need to deactivate nodes to unlock new nodes then pay to re-activate the ones I already had unlocked but needed to disable so that I could unlock the others.
Give us a way to unlock nodes without needing to activate them. Or if this already exists and I am just missing it, please inform me of how to do this.
Give us a way to unlock nodes without needing to activate them. Or if this already exists and I am just missing it, please inform me of how to do this.
#3
Posted 18 May 2017 - 10:18 AM
It sucks the fun out of the game for me. Too many variables to consider for re-skilling.
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