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An argument for passive skill bonus on skill kits

ozewaozewa Member Posts: 0 Arc User
So I've been playing since launch and I have to say that I can't really pick out any substantive changes in ground combat since the game's launch. Quite frankly I'd classify all of the ground combat portions of the game as quaint.

Even so I must admit that it is a absolute huge pain in the butt to jump from one kit to another and feel effective in them. A lot of that has to do with how respecing works in this game.

A very simple solution to that would be to have applicable skills attached to the kits. This would help players identify which skills they needed and help players min/max effectively. This would be achieved both from the ease of identification of which skills you want and the fact that the skills would passively be on the kits.

Furthermore it would allow kits to scale quite effectively, as a Mk 1 might have +8 to a couple skills while a purple Mk X would have +30 to four or five skills.

This would help a lot of us become better players and ease the fact that respecing in this game is a losing proposition for anybody leveling a new character or the fact that partial respecs cost just as much as a full respec.
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Post edited by ozewa on

Comments

  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited February 2013
    ozewa wrote: »
    So I've been playing since launch and I have to say that I can't really pick out any substantive changes in ground combat since the game's launch. Quite frankly I'd classify all of the ground combat portions of the game as quaint.

    Even so I must admit that it is a absolute huge pain in the butt to jump from one kit to another and feel effective in them. A lot of that has to do with how respecing works in this game.

    A very simple solution to that would be to have applicable skills attached to the kits. This would help players identify which skills they needed and help players min/max effectively. This would be achieved both from the ease of identification of which skills you want and the fact that the skills would passively be on the kits.

    Furthermore it would allow kits to scale quite effectively, as a Mk 1 might have +8 to a couple skills while a purple Mk X would have +30 to four or five skills.

    This would help a lot of us become better players and ease the fact that respecing in this game is a losing proposition for anybody leveling a new character or the fact that partial respecs cost just as much as a full respec.

    Might be interesting. I have several characters who never bother to upgrade kits after mark 8 or 9 because there's no significant improvement. fire team for example, going from blue mark 8 to purple mark 11 only change is the plasma grenade goes from rank 1 to rank 3, and one other power goes from rank 2 to rank 3. To me, that's not worth it so I've never bothered. If it gave skill points, that might be a reason to upgrade.

    That said, I've also found skills to be completely overrated. anyone who isn't PVPing and is worried about their character needing to respec, should just stop worrying, not bother with the respec, and keep playing. Player skill trumps character skill completely.

    Hell, I've got a character I'm experimenting on who is level 50 and has zero skill points spent. Does great in elite STFs both space and ground. Doesn't have any purple gear on her ship, and only the mark 10 honor guard ground set (except the shield, just armor and gun, I accidentally bought the omega shield by mistake and need to replace it). Everything is is either mark 10 or 11 blue or green. I have the full Jem Haddar space set, but I put it on my shuttle, not my main space ship.

    It's given me a very different perspective to play her then do the exact same content on another character who has skill points spent plus high-end gear. Not as much of a difference in power as I expected.

    Player skill, trumps character skill. It's a fun experiment, you should try it sometime.
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