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First, as always, and before anything and everything else. Hello, i hope you are having the great day i am sure you deserve, have a treat and some rest, you earn it. And thanks to the devs for their amazing work on this updates.

With that out of the way, here it is the WX.78 skilltree, There is much to talk about, so much in fact it might even good to make seperate post about it. And this one in particular is about all the stuff i think its worth talking about the desing and fucntion of the skilltree itself.

First Impression and overall assesment of the direction.

Perfect, simply and eloquently, perfect. WX skilltree is everything i pictured skilltrees shall be like, necesary updates to the characters base kit, expanding said starter kit with a focus on variety and progression, giving the character new areas of expertise, offering value to the character in all stages of the game, capacity for diferent playstyles based on which skills you get BRAVO. I am anticipating a lot of fine tunning and redesing of certain aspects but this is the first time i looked at the first iteration of a skilltree and thought "oh yeah all the basics are covered", where as in comparison a lot of old skilltrees always left me like they needed another branch or a redesing of one of their branches.

Perks that should be base game.

The perks at the bottom left, obviously those need to be part of the base kit BUT, when i say that, i dont think those abilities shall be free. Its actually very difficult to point out at a skill and argue why or why not shall it be a skilltree perk instead of part of the base kit. But at least personally for me, perks that dont really offer you the ability to do something entirely new but simply offer slightly improvements over already existing systems, dont feel good to spent points on. I already have tough of a plethora of diferent layouts for my skilltree, none of them include these perks, because while it would be nice to have them, they simply dont compete to, having the drones for example. They feel like they are one legue under the rest of the branches and thus i think they shouldnt cost the same insight points.

I would also like to point out that there are a lot fo ways this could be adressed, with Wortox skilltree we already saw skills that enable under conditions, maybe this could be just like that:

Fine motor control gets activated if the player enable 2+ circuitry skills, Watts up gets enabled if the player has 1 skill activated in every branch etc.

Aditionally this perks could been given to a tier 2 circuit stractor, make it cost some "weirder" materials of the like of thulecite, frazzle wire, scrap etc, and its that tool that enables these perks.

Circuitry

I really aplaud the devs for having taken the decision of not locking new circuits within the skilltree, making them all base kit. Going back to what i said about when it feels rigth to make something base kit, this decision makes the circuitry skills feel so much better implemented and cohesive, where in older skilltrees, there were many times where i went "This is part of the skilltree just because its the new thing but it shall really be base kit".

Edit: I ve recently learned about the hardy circuit stuff etc etc.... i am gonna wait till i learn the real numbers, but yeah it does look like needs tuning, FOR THE LOVE OF GOD, indicate which circuits get perks on the skill explanation. But yeah i dont know if there are unimplmented effects or i am just not noticing, i will come back at you later with a proper dissertation of these skills, KLEI PLEASE INDICATE WHAT CIRCUITS GET BUFFED IN WHICH WAY

Chasis

I like it, its so freakingly original AND I WILL NEVER SAY NO TO GIVE TELPORT TO A CHARACTER, YA HEAR ME, NEVER. But thats when the problems how up for me at least. The function of the chasis as revive methods are fine, sure, could be better, but i think for what they cost are fine. the function of the chasis as a teleport is limited, very very limited, basically it boils down to either have acces to the three principal masses of land, or having an ultra limited network on the mainland. there is also the fact that if you wanna use the chasis for teleports, you can use them for extra lives, with the revival skills. So its uses clashes with each other.

I think a good comprimise its making every chasis after the third one progresevily more expensive, or making it so the limiting faactor is not simply "no more than x" but rather something on the style of "x amount of chasis per byome". Maybe chasis could use on their craft "Expensive biodata" wich is a particulary dificult to obtain data that makes really dificult to built chasis.

PERSONALLY, i dont think it wouldnt be a problem if we could craft as many chasis as we wanted, but if there has to be a limit, i think its important to fin one that is compatible with a teleportation network, even if it is the most limited teleport on the game, there should be enough posible tp to any byome, from one another.

Drones

No complaints on deliverer and explorer, attack drone is a bit limited I dont wanna talk much about it since it might just be a problem of me not knwoing where or how to use it, but i think it could have some kind of rapid fire to make it more versatile. And this is another part of the skilltree that could use the union of skills into 1, but that may change of the otherones get that treatment.

That all, its finals week but i am happy i could get a moment to share my thoughts and test the beta. Thanks for reading and leave your thoughts

Edited by Malfario
  • Like 5
  • Big Ups 1
14 hours ago, Malfario said:

The perks at the bottom left, obviously those need to be part of the base kit BUT, when i say that, i dont think those abilities shall be free. Its actually very difficult to point out at a skill and argue why or why not shall it be a skilltree perk instead of part of the base kit. But at least personally for me, perks that dont really offer you the ability to do something entirely new but simply offer slightly improvements over already existing systems, dont feel good to spent points on. I already have tough of a plethora of diferent layouts for my skilltree, none of them include these perks, because while it would be nice to have them, they simply dont compete to, having the drones for example. They feel like they are one legue under the rest of the branches and thus i think they shouldnt cost the same insight points.

I get wanting to add stuff baseline, believe me, I know. I think that stuff should be relegated to skills that everyone is going to take anyway. Or at least the large majority of players. (65%-75%+) Things like the Chassis initial perk and the storage drone. I would like to see those skills reworked to be more interesting and offer some reward for investing into them. Whatever that may be. (I believe players are great at identifying issue, not great at coming up with solutions)

10 hours ago, gaymime said:

the only thought i have is "man, it sucks that wx isn't my main. i'd 10000% would choose them every time if i was a new player who wasn't already committed"

Every day I am glad I don't have a main anymore. I just have a personal "tier list" of how much I like the characters at the moment, and usually go for one of the "higher ranking" ones I haven't played in a bit/don't have an active world with. It helps a lot with variety, especially when characters are all so fun and different nowadays.

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