Anyone else think the skill tree needs a rework?

Right now it doesn’t even feel that useful feels like you need to put points into almost everything in order to get anywhere which doesn’t feel good.

I would suggest a rework of it in a way that keeps the spirit of it but adds to it with the tree being split into two types: basic and advanced, with each player only able to pick one class for advanced while anyone can complete all basic trees.

this would allow for the final abilities to be a bit more powerful on the advanced trees.

note for this idea to work properly this: Armor revamp suggestion idea would be required

BASIC TREES

Combat branches

Each weapon type has a branch with the 5 levels. note players can only have elite from one combat branch or survival branch but they can have all the other levels.

Pistol, AR, SMG, rifle, LMG, and shotgun branches

  1. Aim speed (faster aim speed with weapon of that type)
  2. damage 1/3 (each level increases damage by 10%)
  3. Armor damage 1/2 (on pistols and rifles is replaced with component damage)
  4. Weapon drills 1/2 (faster draw speed, then faster move speed while aiming)
  5. Craft bonus 1/2 (20% and 50% more ammo crafted)
    elite: weapon specialty (only can have one, special bonus for each weapon type. example pistols get 100% damage increase when sneaking, snipers can activate a laser aim module making the weapon 100% accurate, LMGs get bipods)

EXPLOSIVES
Just take the current explosives ones and put them here starting with grenade throw range.
elite

SPECIAL
note: requires a none DLC flamethrower, and crossbow

  1. EMP duration +10%
  2. napalm mix 1/3 (increases fire damage by 10% each level)
  3. EMP range 1/2
  4. Molotov crafting (can craft molotovs)
  5. fire shorts (fire damage delt by user has a chance to EMP a robot doesn’t stack triggers max once per minute)
    Specialty: Crossbow craft (cna craft crossbows and bolts, bolts have Standard, explosive, EMP, and fire.)

SURVIVAL

Survival has the following trees, health, armor, stamina, and crafts

Health: these are perks to improve your health and healing
elite health:

ARMOR: These perks are about defense and taking damage head on, this line is meant more for new players as vets can ignore it.
ELITE ARMOR: Adrenalin pack, adrenaline shots return you to 50% health and once per 30 miniutes you get a free shot (doesn’t stack)

Stamina : your stealth and movement abilities
ELite stamina: you run longer and bike faster +10 KPH max speed on bike and +200% max stamina

CRAFTS:

  1. Lock picking
  2. weapon refinding 1/3 (allows you to improve weapons upto purple when fully specked)
  3. Mine craft 1/2 (craft land mines and EMP land mines)
  4. Refined deploys (can improve deploys, strapping C4 to air tanks, improving the battery life of lures, ETC)
  5. Inproved deploy damage 1/3 (increases the damage of mines, ticks, and turrets)
    ELITE: auto turret, the ability to craft and place an auto turret armed with an HP5 SMG requires a t1 HP5 SMG to make, will defend an area so long as you are near and it has ammo.

SPECIALTY TREES

Players can only pick one of these trees and of them only one path, with the other path being locked out. each of these require specific stats in above trees before you can enter into them.

Tech:

requirement: maxed crafts (but not elite) and special to 3
Path one: hacking, the ability to hack robots, each level improves this except 3 which gives ability to collect ticks, and the final with the final being a permanent customizable allied runner.

path two: EM warfare, focuses on EMP and disabling robots with the final path being the ability to place jammers that prevent robots from spotting you in a large area until the jammer is destroyed.

Command

Requirements: Any combat tree maxed, health to at least 3

Path one: Radio operator, focuses on field radios giving them more fast travel uses, teh ability to pick them back up, a passive buff to allies around a field radio, and at final level gives the user the ability to call in artillery strikes at the cost of radio charges. (uses binoculars)

path two: Squad leader, buffs other players around you increasing damage and health, at max level allows you to do a rally cry that gives all allies a 100% damage buff for a 30 seconds at the cost of draining your stamina completely and preventing its regen for 2 minutes.

SUPPORT

requirement: health 5 stamina 3.

Path one: combat medic, medkits weigh less then you, You can craft higher tier medkits, and at max ability to craft Aid stations which when placed down work like the base one taking from the placers aid kits and healing everyone nearby, said station can be picked up to be re used.

Path two: Sapper, mines and other deployables weigh less, Explosives used by you deal more weak point damage, and you even have the ability to outright shut down weaker enemies that are hacked or EMPed.


Hope this idea is ok, Would go into more detail but feel like this is way to much as it is.

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I had a similar idea but with some differences, listed:

Base Point Gain is 5 per level, Level Cap is 50 (250 total points)

Weapons

Reloading:

  1. Reload Speed I (1 Point, -5% reload time)
  2. Reload Speed II (2 points, -10% reload time)
  3. Reload Speed III (2 Points, -15% reload time)
  4. Reload Familiarity(4 Points, -20% reload time)
  5. Reload Mastery (6 Points, -25% reload time, -35% in combat)
    15 Total Points

Weapons

  1. Weapon Basics (1 Point, -5% Recoil)
  2. Weapon Novice (2 points, -10% recoil)
  3. Weapon Familiarity (2 Points, -15% recoil)
  4. Weapon Mastery (5 Points, -17.5% recoil, +25% damage, -25% ADS time)
  5. Advanced Handling (10 Points, -20% recoil, +50% damage, -50% ADS time)
    20 Total Points

Experimental Weapons (No order, can be acquired with Weapon Familiarity)

  1. Infernal (+50% Burn time on Exp. AG4) [15 Points]
  2. Kill Switcher(75% EMP chance on Exp. Klaucke) [15 Points]
  3. Electrodynamic (+100% Lightning Damage on Exp. KVM) [15 Points]
  4. Double Boomer (Exp. GRG second rocket is 100% accurate) [15 Points]
  5. Son of Odin (Exp. Hammer swings 50% faster and lightning is called instantly from a full power swing) [15 Points]
  6. Ultimate Drive (Overdriven Exp. Kpist does 25% extra damage) [15 Points]
    90 Total Points

Survival

Health (STACKS)

  1. Health I (1 Point, +10% health)
  2. Health II (2 Point, +10% health)
  3. Health III (2 Point, +10% health)
  4. Health IV (2 Point, +10% health)
  5. Health V (3 Point, +10% health)
  6. Bulletproof Skin (10 Point, +100% health)
    20 Total Points, 250% max health

Stamina (STACKS)

  1. Stamina I (1 Point, +5% Stamina)
  2. Stamina II (2 Point, +5% Stamina)
  3. Stamina III (2 Point, +5% Stamina)
  4. Stamina IV (2 Point, +5% Stamina)
  5. Stamina V (3 Point, +5% Stamina)
  6. Adrenaline High (10 Point, +75% stamina)
    20 Total Points, 200% max stamina

Tools

**Throwables (STACKS)

  1. Thrower I (5 Point, +50% Throw strength)
  2. Thrower II (5 Point, +50% Throw strength)
  3. Thrower III (5 Point, +50% Throw strength)
    250% throw strength, 15 points

Team Assistance

To Be Finished

180 points so far

This sounds less like a rework and more like just getting op. 250% more health and 50% more damage is kinda overpowered. A rework should focus on just making skills that are useless rn gets changed to something that is a little bit more useful, Not “take this skill and now you are borderline invincible”

5 Likes

That is why I didn’t put stats on my own one

@warbrand2 firstly may I commend you for owing the issue and laying it all out above.

I’ve done a fair few builds, and agree with the fact a lot of the skill tree needs rebalancing to suit specialisms and in turn - specific playstyle builds. Problem you have with any choice mechanic, is your only limited to what we have, and as the game has evolved, the skill tree and perks to the character themselves, have not.

There are clothing schematics to add 20%, but that’s with 5c drops and all of the tiers before it. Not day 1 content, but it’s dusty.

What I feel we need is a skill tree that evolves and expands in line with the lore of the story, and items, and weapons that become available. Base Building is a focus of the game now, a new skill tree string that focuses on this aspect could be a consideration. Weapon DLC packs could also have skill perks with them.

So in essence, I suppose we need more - as well as some polish.

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Well I do suck at the game so I wouldnt mind being a bit OP

Agree completely, and DLC focused Skill paths would be nice but I worry as most will just fit into one of the weapon paths.

that said a building skill tree yes that would be a good specialization especially if it let you get into it early.

It would be nice to have a “Strategic Constructer” speciality that reduces crafting of any kind to half the total resources

There could also be a skill that rises the limits of buildable structures (for all/for specific categories) or one to hack fnix doors.

For the current dlc content I agree almost completly. There could be an addition for the stamina skills that reduces the used stamina for aiming with the bow (and using melee weapons) or makes them stronger.

For upcoming content they should indeed think about if there could be a skill that could get another skill level or if at least the describtion of one skill has to be changed.

Here an example of the skills I mean.

There could be

  1. added an effect for less stamina usage or more damage for melee weapons and bows (dlc) to the two levels of these skills, or
  2. added a 3rd level which grants these effects.
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it needs an update not rework because if they do update it can add improved skill systems for to have better combos youre guys are all about damage. developers doesnt do that.

Idea I posted is less about damage more about utility. Right now the tree is more minor then anything in fact outside of 2 paths you can pretty much ignore it if you are good.

Well, I actually thought some more on this today.

You could almost group, them - a skill tree string itself.

DLC Weapons Skill Tree

Robin Hood - Player has full ADS charge at all times when using Resistance Heavy Bow

Akimbo - Twin N79 / COM10 / Flamethrowers when 2 are in your weapon wheel

Target Practice - Any ammo fired while using AR’s will also become tracer rounds for half the clip

feel free to float your own ideas :smiley:

i got some ideas
flares/fireworks increase its duration from distraction (level 1 extra 1.5 seconds( level 2 extra 3.5 seconds)
armor piercing ammo strength ( level 1 5% damage increase armor( level 2 15% damage increase to armor
full metal jacket ammo strength ( level 1 5% damage increase to components( level 2 15% damage increase to components)
decrease weight item ( level 1 10% decreased weight for items( level 2 15% decreased weight for items)
lock pick updated( level 1 can lock doors and others( level 2 can lock pick garages and others)

Hi,

There already are some skills for increased damage. I don’t think we need much more.

The skill regarding the weight:
There already is a skill to increase how much you can carry… But here is the greatest problem that all the weights are in need to be redone. Come on, every weapon weights 2 kg?

The one for the lock picks I don’t understand. Everything you can unlock currently is unlockable with the existing skill.

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This, and that alone is why I didn’t put any carry weight increases in my idea.

PErsonally I think we need backpacks for that. Something to give the clothing station more use make and improve backpacks but that is likely wishful thinking.

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