Curccu, on 01 October 2021 - 11:46 AM, said:
But but weird build?
Pretty bog standard classic era arms build.
Curccu, on 01 October 2021 - 11:46 AM, said:
edit: on topic, sure wow talent tree is nice but didn't that became way smaller also later? an not really comparable to MWO kind of game IMO. WoW talent tree is well thought that you cannot get everything good you'd want but have to make heavy choices that define totally how you play your character.
Certainly its not fair to expect MWO to do exactly this, im mostly pointing it out because the wow tree does very well at being readable, polished, and easy to keep track of. That said, the MWO skill tree does make you choose between things that fairly significantly effect how you play your mech, its just that with such small, numerous nodes, each choice seems little.
Consider that the weapons tree has 15% range on it. It never feels like that because the nodes are broken up so much and spread so wide across the tree. Speed tweak is a 7.5% buff spread across 5 nodes. Cool run is 10% spread across 5 nodes.
Spreading it out like that kind of makes each node feel weak, even though 7.5% speed, or 10% cooling isn't too shabby, but, in practice, at the very least, it still requires investment. You only have 91 points to spend, and the fetch nodes are generally at the half way or bottom points of the tree. They force you to invest in nodes you don't necessarily want to path to the ones you do want. The effect is the same it just feels muddy.
Curccu, on 01 October 2021 - 11:46 AM, said:
Out of curiosity what would you imagine those last talents of the trees would be in MWO? What would those give?
The fetch nodes already exist. They're basically all the elite nodes from the old skill system, Quick Ignition, Fast Fire, Pinpoint and Speed Tweak. Those still exist in the current tree they're just spread more widely across the tree, and don't have a 3-of-a-type limitation.
If it were my choice, i'd put cooldown at the bottom of weapons, Speed tweak at the bottom of mobility, Jumpjet vertical impulse at the bottom of Jumpjets, Cool run at the bottom of operations, Radar Dep at the bottom of Sensors, and extra module slots at the bottom of Misc.
You don't want to railroad players into finishing out trees they don't want to because they think the max node is too strong to ignore, but you also want to make them feel like committing to a tree gets them a reward worth giving up some utility in another part of the tree. Its a careful balancing act and im sure you and I would have a different idea of where that balance point should sit.
Edited by pbiggz, 01 October 2021 - 01:35 PM.