if i had the ability to change the veteran skill tree myself i would of done so already, but I’m not a developer
yah, but this is still a thread to ask for design changes to the skill tree. That’s my ask within this implementation.
I get where your coming from but. This isn’t really a thread talking about the perks themselves. Just the layout of the tree
Once the tree has a good layout to begin with. Then fatshark can start tweaking perks and what not. Without a good tree layout. The underlying problem will never go away
I mainly bring this up because. I can see allot of people going crazy suggesting perk changes left right and centre in different threads. And I don’t want this thread to turn into something that is completely. missing the point.
Things should be taken one step at a time. Not 50 steps at a time. I still appreciate your input tho and yeah. It it kind of weird that. You can’t highlight ogrens and ranged enemies
i have noticed one small issue with this design, which may or may not be an issue, but it is worth pointing out
with the current veteran tree design you need to spend about 7 of your perk points on the small nodes while going right down the middle
with the new tree layout, and we talked briefly about this, you need to take more small nodes while going directly down a single tree
in this case, you need to spend a minimum of 9 perk points on small nodes getting down the tree
so while, it is technically better for jumping back and fourth on the tree. in some situations you would get less skill points to spend on. actual skills since you are forced to take at least 9 small nodes, it may not be the biggest issue but. if you were for example. just wanting to go straight down the center
you would be able to take less toughness regen and team support stuff
this is the only instance where the old design is technically stronger then the new design
in this example you would need to drop 2 perks from this build, since you are forced to take 2 more small nodes, it is probably still a worth while trade off for the sake of making the veteran more versatile with builds but it is still something to consider
to help with this. you would possibly replace some small nodes with larger perks but keep the layout roughly the same now, it doesn’t really matter where in the tree, these perks get moved, in this example i just did it at the top. and some half way down,
now you have a situation where you still need 20 perk points to get to the bottom of the tree
however you only need to take 7 small nodes, rather then 9
some of my other tree designs in here have not taken small vs large node into account, one design only requires that you need to take 5 small nodes, in order to reach the bottom if you go straight down, this would essentially “buff” the idea of going straight down a single tree, and in those designs, their was really no way around it. it was a trade off between less small nodes, for more flexibility going back and fourth
this new design is quickly becoming my favorite because of how flexible it is, in terms of being able to balance the tree in all the right ways. which would help balance the veteran in all the right ways as well, it is also super flexible when it comes to the “number” of perks in the veterans tree. even if perks were added or removed in the future, this tree can accommodate all and any changes that happen since their is room to add perks, and ways to easily remove perks
the last problem to solve with this tree is the number of small perks
currently veterans tree has 20 small nodes in total
the crossover design has 19 small perks, which is acceptable
and the newer crossover design only has 13 since we have replaced some small nodes with larger ones for balance reasons
this may or may not be an issue for fat shark since, they can probably remove some duplicate perks in the tree such as +25 toughness that can just go into the center so all builds get the buff, rather then having that node in 2 separate trees, that shouldn’t be a big deal
same for the 2 stamina regen delay nodes I’m sure they can be adjusted somehow merged, have one removed whatever
one solution is to just add small nodes in-between the gaps, giving the player the option, but not the obligation to take them
OR you can make some of the “the main center nodes” larger more generalized perks for example that each build will evidently pick up, this can help keep the flexibility while still balancing out the ratio of small to large perks
in this example we have 17 small nodes, which is much closer to what fat shark currently has
and of Corse since the perks are so flexible, moving them from their current position to a center node, is really easy
this tree has so much potential and is not only flexible to the player, it is also flexible in ways that let fatshark to balance it, the possibilities are nearly endless for how you can balance this tree
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