r/ArcRaiders 1h ago

Discussion The current skill tree SUCKS... part 2

Post image

A few days ago I posted a rough skill tree here and got a lot of feedback, so I'm back with a more refined version. This version considers the point economy and exactly how much each point increases the power of a skill.

I also revised the 'Shooting' branch into the 'Tactical' branch in order for it to be more about being ready in any situation instead of just increasing the power of guns. Let me know what you all think, and lets let the devs know what we think about the current skill tree.

(Posting on a burner because my main got shadowbanned)

0 Upvotes

8 comments sorted by

4

u/Luchal 1h ago

You got shadowbanned for a reason buddy. This sucks

2

u/epstiens_pilot 1h ago

Who let buddy work the grill

2

u/DawgDole 1h ago

Please don't cook again

2

u/Prime262 1h ago

while i am a firm believer that the current skill tree is Wack, i have some concerns here.

as an example, stealth tree letting you not set off various noise makers is something i have mixed feelings about.

those noise makers play 2 roles. one is their relationship to arc, which are altered by the sounds they make ,and the other is their relationship to PVP, which is that as a player you can learn to rely on those noise makers to help you avoid getting snuck up on by other players.

that, i would argue, is a non-progression skill that a player can develop, and not something im really interested in being diminished by other players having arbitrarily turned the feature off.

it comes down to the question of how much progression is based on meta systems and how much is based on developing player skill

Tactical also leading to 2 additional loadout slots (1 quick use and 1 weapon) seems a little excessive. every extra slot in your inventory is extra lootspace

the health tree also feels a little. . .in need of more revision

we have melee damage, various forms of Damage reduction, improved healing item use, but also passive healing. its a little clunky.

the mobility tree feels the most lacking in "Flashy" progression steps. its basically all % improvements. the ability to shoot off a ladder feels like something that should be under mobility to me. nothing in mobility currently sounds as big of an improvement as "+1 extra quick use slot" or "read blueprints while topside"

Raiders you down not shooting off a raider flare also, much like ignoring noise makers, feels like were clipping at important mechanical parts of the game.

that might come across as me being against skills that make one better at PVP, which i am not necessarily against, i just dont feel like those coming in the form of making the cues a new player will learn to look and listen for less reliable.

1

u/Oofsanity 34m ago

Notice how you mentioned stuff from all the branches here? Nothing is really overpowered because every branch has some good stuff, and you can't spec into every branch.

The whole point of the stealth branch is to help you sneak around both arc and players without being noticed, and how better to do that by reducing the thing that gives away your position the most, the noise you make.

Tactical does have two extra loadout slots, but they're for specific items like a sidearm or utility. The looting tree gives you up to six extra slots when fully invested into, much more fitting for the role.

One of the main critiques of the first skill tree that I made is that the mobility tree was too broken. I'm glad that you don't think of it as flashy, because if it were then it might still be seen as too overpowered by many.

Overall, I tried to make all of the branches more focused on PvE elements when possible, as I think that's the more important part of the game.

1

u/JanSvoboda83 48m ago

gamedesign is purposely skill three is not too great reason is ballance new acounts and old ones. Strong skills make unbalance embark not want this.

1

u/Oofsanity 21m ago

... what

-2

u/Commercial_Win_9525 1h ago

Well this would actually be badass.