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After the hype of the release has calmed down, I don't think the tree is that good in its current state
I know, gamma and affinities are yet to be released, but assuming those are good, the rest of the tree still has issues
a lot of what can generally considered, fluff, bulk, stepping stone skills. kinda clogging up the tree
picture as an easy reference

Ekrangrnts2026-03-20024744.png.80dc68cb67fb2e8cb700ef1436b77ecb.png

 

I don't think for the most part, any of the alpha/beta 2 upgrade skills are that much better than the alpha/beta 1 to warrant needing to cost 1 more skillpoint


the bottom left is a mess in different ways.
-more circuit durability is nice, but significantly less useful now that circuits can be chosen to remove specifically + swapped without breaking them if you have different chassis "loadouts" (besides, the circuits aren't that expensive anyway except for the beanbooster)
-choosing what circuit remove should be basekit, can't deny it's good, just should be a base part of WX ("right" to repair, but clearly not a right)
-and mathematically, energy efficient is just obliterated by Watts up
-Watts up is fine, It's good

The drones don't need 2 skill points each, similar to the alpha beta issue, it's not that crazy of a change to warrant needing another point investment, Like, maybe just have 1 skill unlock all 3, then that 1 node expands into the upgrade for each type? Cutting down on 2 points atleast

And chassis is the best part of the tree, but it still has issues.
1- revives are not that powerful, it doesn't need 3 skills dedicated to it, that's just a waste
2- I think the revive skills are out of order anyway, dropped backup on death should be the first skill, then it should be that you can revive using that chassis as the second skill
3- revive at full health is rather useless. Since it drains your battery to 0, that's +50 hp, less than eating 1 gear. I would suggest this be integrated into the regular revive skill, or this skill be changed to revive with full charge bar. (really out of the box idea, is to add a remote callback, that makes your little chassis body get up and run back to a designated area where it's safer to revive.)

and 4- the remote transfer should come before the +2 backup skills so that those are upgrades to the transfer skill, not stepping stones

We're only a couple days in, and I'm sure the tree will get better as time progresses. These are just my current gripes with it.

  • Like 7

On the topic of chassis skills, I kinda hate that the revive station functionality is a required stepping stone to other skills that don't relate to it

Designing your own touch stone is cool (I guess), but I'd rather spend my points on something else

  • Like 8

I'm a bit baffled by this summary to be honest.  Your conclusion seems to be that the skills all need to be condensed and currently give too little for each point.  If anything I think that most points give too much value per point right now.  

For example alpha tinkering (assuming you have gastrogain, hardy, beanbooster as a baseline) gives you: a regenerating shield, increased HP regen rate, 50% reduced sanity auras, increased dapper rate, 30% reduced hunger rate, 5% damage reduction, and I'm probably missing a few.  For legitimately 2 points.  How is that not worth 2 points?  Previous skill trees are like "spend 2 points for +10% mushroom grow rate, and +10% grow rate a second time".  I'd argue that alpha tinkering is one of the most value nodes on any skill tree so far, except for soul jars or something.  Just the 50% sanity auras blows most other skills out of the water alone.  

The drones are also completely in line with previous skill trees, if anything they too are more value than usual.  

I do have things I'd like to see changed (spamming electric attacks from outside of creatures range is not interactive, watts up is too powerful relative to the other more reasonable circuit skills, exploration robot is not useful after early game, as three quick examples), but condensing the skills is if anything the opposite of what I would be looking for.

  • Like 5
19 minutes ago, Koomin said:

For example alpha tinkering (assuming you have gastrogain, hardy, beanbooster as a baseline) gives you: a regenerating shield, increased HP regen rate, 50% reduced sanity auras, increased dapper rate, 30% reduced hunger rate, 5% damage reduction, and I'm probably missing a few.  For legitimately 2 points.  How is that not worth 2 points?  Previous skill trees are like "spend 2 points for +10% mushroom grow rate, and +10% grow rate a second time".  I'd argue that alpha tinkering is one of the most value nodes on any skill tree so far, except for soul jars or something.  Just the 50% sanity auras blows most other skills out of the water alone.  

It is 50% reduced hunger rate, not 30%.

6 minutes ago, Picklesaurus said:

It is 50% reduced hunger rate, not 30%.

I was talking about what you get for clicking the alpha tinkering skills.  You go from 20% of normal gastrogain to 50% with tinkering gastrogain, so you get 30% for unlocking the skill. 

(I think the numbers I gave were all accurate, but there are so many things you get for the two skill points that it is a bit ludicrous and hard to remember, which is kind of my point.  Asking to condense even further seems wild.). I don't think they necessarily need to be nerfed but definitely not buffed.

Edited by Koomin
  • Like 2

I think my biggest issue with it, is once gamma and affinity perks are introduced, it's 13 points to get all the Circuit upgrades, and the Chassis with the teleport to your body upgrade. It seems like there isn't much choice in the matter because, genuine question, who is going to not take the Circuit upgrades? Chassis is 1 point, but for 4 points you can get a teleport. Given how impactful Winona's Teleporter is compared to her Shadow skills, I have a feeling the majority of players are going to pick it.

I really think there needs to be more restrictions so choice is required because as it stands, you can kind of get everything that is good with 2 points to splash for whatever fits your fancy. I personally would like all points to fit your fancy, but it seems a lot of people are against my preference of skill trees being numerical boosts almost exclusively while giving tools for everyone to play around with.

I do like the circuit upgrades tree in theory, I just think they are far too powerful at the moment.

  • Like 2
  • Thanks 1
1 hour ago, Random Guy000 said:

On the topic of chassis skills, I kinda hate that the revive station functionality is a required stepping stone to other skills that don't relate to it

Designing your own touch stone is cool (I guess), but I'd rather spend my points on something else

the options for that part of the tree could probably be opened up. I understand needing at least one body for base function, but the other 2 branches could probably connect to map swapping for those who don't see the need for having 4 bodies. or in your case who don't also want the revive

To me, I like Circuitry perks a lot and don't think it need to adjust anymore(maybe make super-hardy circuits back to 10% armor, but 5% is ok to me)

And for Chassis perks, my suggestion is to adjust inhabited machine III perk provide energy(like revive with 3 power, which make some circuit activated immediately after reviving) rather than health. 50 health is not convincing enough to make me investing a point.

For drones, I like mapper and transport ones, but mapper is not such useful like other drones in mid game, if there're more usages of it would be nice.

10 hours ago, Random Guy000 said:

On the topic of chassis skills, I kinda hate that the revive station functionality is a required stepping stone to other skills that don't relate to it

Designing your own touch stone is cool (I guess), but I'd rather spend my points on something else

It’s there so the powerful chassis swap skills need more points.

You can’t get everything you want on a skilltree

It’s so you can actually mix it up and not use the same stuff all the time

  • Like 3
11 hours ago, Radicaljoe said:

 

I don't think for the most part, any of the alpha/beta 2 upgrade skills are that much better than the alpha/beta 1 to warrant needing to cost 1 more skillpoint

 

Correct me if I'm wrong, but doesn't skill 2 unlock more of the buffs for the circuits. I think you only get a few buffs to the circuits and the rest are locked until you get skilled 2. For example, you can't get the super illuminant buff until you unlock circuit 2.

Also, I do agree with Jake. It's a skill tree. We aren't meant to have every skill in the game or be able to get every cool thing in it. We are meant to pick and choose and make sacrifices. Besides, you can skill get powerful combinations with just this alone without getting everything

  • Like 2

Before even playing the skill tree myself I made this image as the guide to where to spend your skill points.

image.png.c72d2a2ab4ad66032f6010c3c2cb31b9.png

I should've crossed out the mapping drone skills instead of the zaptrocutioner, it's not nearly as bad as I thought it was... though it's also not as good as I wish it was. Watts Up is also GOATed, honestly I should've given that sucker a green circle. I was right about the main point though, that being the Chassis skills simply being stupidly good.

Hard disagree on Remote Transfer being the second chassis skill, it NEEDS to cost 5 skill points to get, if you can get it for less than that, we've lost the plot. It's supposed to be incredibly costly skill point wise, it should make you ask "Do I truly want this perk? Could I be spending these 5 skill points elsewhere?" And currently the answer is no, The alpha circuit buffs and Off By One are must-haves in my eyes, and Remote Transfer is the other insanely good one, that's 8 total skill points spent without needing to think at all because those are just, clearly the best ones. They need to make other perks more tantalizing so there are people out there who might actually go "5 skill points for a teleport is too much."

Alternatively they can nerf the teleport, maybe it costs 3 energy to Remote Transfer from a body. WX bodies don't regain charges while laying on the floor, so when you transfer back into that body you would be down 3 charges. Energy-Efficient could be buffed by making remote transfers cost 1 less energy to do and Warm Standby could be buffed to allow an uninhabited chassis to regenerate energy at a reduced rate compared to normal, both of these skills need buffs and making them synergize with The Best Perk On The Skill Tree gives them... like, anything at all. If they do this, I actually do think remote transfer could be the second (or third if they really want you to get Inhabited Machine) perk in the chassis section. Rather than asking "do I want to spend 5 insight on this?" you would be asking "I've spent two insight on this, do I want to spend more for extra bodies and/or reduced energy costs?" I also think this is a really efficient way to make the weaker skills more desirable... but mostly I think Remote Transfer is just a bit too good.

Honestly, the drawback of swapping out your circuits was always temporarily losing a bit of energy while you recharge, I don't know why swapping chassis allows you to negate the durability loss AND the energy loss. Is it because it costs 1 red gem and 1 gear? That's not nearly expensive enough, plus if you really don't wanna craft it you can simply die with Inhabited Machine II and revive at a touch stone.

  • Like 1
On 3/25/2026 at 7:40 PM, Radicaljoe said:

I know, gamma and affinities are yet to be released, but assuming those are good, the rest of the tree still has issues

Affinities still not here, but I was right that the release of Gamma did not actually fix any of my stated gripes with the tree.

  • Like 1

The post still is not outdated, as I originally predicted gamma nor affinity would fix the problems with the general bloat of the tree.
I'm actually suprised both affinities make use of the chassis branch, considering that's the main branch with the most filler and stepping stone issues.

  • Like 1
49 minutes ago, Radicaljoe said:

The post still is not outdated, as I originally predicted gamma nor affinity would fix the problems with the general bloat of the tree.
I'm actually suprised both affinities make use of the chassis branch, considering that's the main branch with the most filler and stepping stone issues.

and with less focus in the entire beta

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