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Feedback on the Mutant Skill tree


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#1 MaximusGR

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Posted 12 October 2009 - 02:19

There are some skills of out tree that need to be re-evaluated as to how useful they actually are..

Chitinous Skin : Reduces damage from Blade weapons by 0.05% per point.

Half Life : Increases your Base Armor by +0.1% per point.

Carapace : Increases resistance to 'Solid' weapons by +0.1% per point.

Rad-Laced : Increases resistance to 'Radiation' weapons by +0.1% per point.


The above skills are certainly not worth sinking skill points into unless someone has put a very high percentage of his Evo points in Armor and HP..Then, using these skills he would be able to rely on being able to take more than 1 hits when not 1-hitting..However, lacking the evolution points in Damage i am not sure whether some levels would be 1-hittable without having to repair every 20 creatures..

In the very very long future when the game will have people tired of leveling and focused on hunting the 4-5 different HK's the above skills and evo distribution could actually be worth using..


Cannibalise : +0.1% chance to refill your Rad bar by defeating Irradiated entities. (Gain between 2 and 5 Rad.).


Useful in circumstances when Rad is needed often, such as self-healing skills and -hopefully- some kind more powerful short duration skills that call for large Rad cost..As things are now, a full Rad bar is easy to achieve and more than enough to cover healing needs before walking to a repair station.


Prehensile Tail : +0.05% chance your opponent will miss their next attack.

Useful skill that while burning a lot of energy without Intensifier(yes, for the unlucky missions) will save us from dying a couple of times, however 5% chance at level 100 is too low to have 100 skills points in it..If the random miss rate is between 5 and 10%, with the skill activated it would be 10-15%, satisfactory for facing mobs but inadequate for spicing up PvP combats..something around 0.15% per point would definitely spice up the interest in it


Toxic : +0.1% chance that 'Rad' weaponary will half the targets armor at the start of combat.

Great potential for HK or Elite hunting, it would be very useful too for 2-hit levels, if and when there are any to deal with..On regular -1hittable mobs its more of a luxury than a need, therefore one shouldnt rush to sink 100+ points in it before others.



Glowing Hands : +0.1% per point Additional Damage from Blades

Variance : Increases Rad damage by +0.1% per point.



Not much need to say here, those are 2 of the reasons to become a Mutant since Rad sets are quite good after level 120, Rad Blades are also all over the game and among the best weapons in their ranges. GH skill is also a prequisite for some of those blades.


Mutation skills: Bite, Claw, Tentacle, Chomp


Enabling Mutant weapom subclasses, there is no weapon of those so far that would make anyone want to invest skill points in any of those passives..So 4 more skills that may be useful in the future.


Rabble Rouser : Increases Attack by +0.1% per point for every Mutant in the Squad. (Squad Leader only)

Rather pointless skill so far since there is nothing with defense such that 2-3 squad members cant help the player go through..Until a new HK with tons of defense shows up or more factions decide to defend their relics intensively, this is another skill of "Dont put your points here yet"


Recover : Heals 10 HP (+ 0.2% of your total HP per point) upon use.

Great skill, putting 1 skill point in is enough for it to heal 10 HP..


Rejuvenate : Heals 25 HP (+ 0.5% of your total HP per point) upon use.

This is the most pointless skill in the tree, you have to have dumped 100 points in Recover before putting even 1 point in it..Its not worth it at all, so we d better be smart enough to ignore it.




Overall opinion : As far as i am concerned Mutants have an average skill tree, not exactly inspiring players to spend many points in Class skills rather than Core ones..Apart from Gl. Hands, Var and the passive Unique DNA skill, all the others are not useful in the only thing the game has to offer so far : leveling.. My personal skill distribution cosists of the core DP, RES, KR and Salvage...That left me the choice of 3 additional Class skills, i picked Unique DNA to be increasing as i want to wear the Elite sets, Glowing Hands and Variance for extra damage from sets and Rad weapons..Frankly, those class skills are the only ones a mutant needs to be leveling up, i am looking to level 200 for a couple more core skills.

Unless there are some drastic measures to expand game content to something more than leveling, then for Mutants, i am sure for other classes too, the skill tree will remain something unusable and planned in vain..

The biggest issue of all that is actually killing class skills in favor of Core and stims is the fact we CANT CAST THEM TO OTHERS...if we could, active factions would certainly look to expand the skill availability somehow..The way things are now, everyone go get GH and Var, and ignore everything else until later..

#2 ss_loudog

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Posted 12 October 2009 - 02:38

Or do what so many are doing... use a reset, free or not, to become Purist or now Soldier :(

Those unwilling to do so are just like Cyborgs, including myself, and get virtually no help playing while using class skills.

I like the nice descriptions explaining each skill :)

#3 ss_lionae

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Posted 12 October 2009 - 11:40

very nice listing and I agree all classes have useless skills that wont be touched until there is nothing else to put points into

#4 ss_gregory

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Posted 12 October 2009 - 14:47

I believe the LV 150 mutation are in for an adjustment.

The rest of the skill tree is nice together.
Toxic, two damage buffs and Chomp mutation--seems like a kill

You're also correct when it come to the armor buff, radiation and solid resistance.

-That said it's up to HCS to make these skill useful by making the resistance rare at 100%.(still limits the point used)
-The armor skill is such a low level that its power reflect, and only a specialist in armor could use to the fullest while the rest would only use for insurance.
-whatever that reduced damged to blades is suppposed to do (outside some pvp) is beyond me unless that make a skill where we hit ourselves to do more damage

The mutate skill tree could be the easiest to read through when choosing skill because all that needed to make use of them is, from my experience a single weapon.

--I confused as to why I not seen any LV 75 tentacle or claw gear.---

#5 ss_deathshart

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Posted 12 October 2009 - 16:55

thank you for elaborating on my original post..most mutie skills are sinks.we need to be able to buff other muties,then we could specialize in some,and trade with muties to get others...imho "i think that the skill tree needs reworked and what the skills actually do be re-looked at".... :twisted:

#6 MaximusGR

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Posted 12 October 2009 - 19:09

Well, my intention is to start up a discussion as to the possible tweaks our Skill tree might need to me more useful for the first 200 levels of the game..When i decided to become a mutant i knew that GH and Var would be useful because they increase damage from blades and Elite sets i use, i also had Toxic for the tough Elites and HK i expected to meet(with FFed gear 2 squad mates are enough most of the time, no buffs necessary).

I know the easy solution is to become a Purist, i even have my Evo points setup in a way that would help me a lot(Def-Damage) with MS available, but i dont want to follow the easy way, at least not yet..Id like to see every class with skills that are designed to help players in various areas and -why not- encourage them to prefer them over core buffs...

So far this is not the case, at least for my class..I can think of certain tweaks that could be made, i would like though to first hear a comment from a HCS developer, how they see the Mutant skill tree so far, if they plan to add other things besides leveling that class skills can be used at(such as TOUGH HK hunting) OR what we can be expecting for the next batch of skills at level 250..

#7 ss_gameface

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Posted 15 October 2009 - 10:44

i havent hit lvl 150 yet (still about 130), but i would think chomp could be a very useful skill based on how much it takes down the enemies starting hp, in large part because it is a passive skill... im sure the prerequisite points are irritating, but they would all be in skills that allow u to equip mutant weapons, which should somewhat mitigate the "wasting skill points" issue... anyone actually tried out that skill yet?

#8 MaximusGR

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Posted 15 October 2009 - 11:42

i havent hit lvl 150 yet (still about 130), but i would think chomp could be a very useful skill based on how much it takes down the enemies starting hp, in large part because it is a passive skill... im sure the prerequisite points are irritating, but they would all be in skills that allow u to equip mutant weapons, which should somewhat mitigate the "wasting skill points" issue... anyone actually tried out that skill yet?



"You need at least 35 skill points allocated to Bite Mutation before you can add any skill points to Claw Mutation"

"You need at least 75 skill points allocated to Claw Mutation before you can add any skill points to Tentacle Mutation"

"You need at least 100 skill points allocated to Tentacle Mutation before you can add any skill points to Chomp Mutation"


Sacrificing 200 skills points BEFORE starting to add to Chomper Mutation is ...well, its obvious how reasonable that is..

If there were weapons that required those passive skills and were A LOT better than others around their level perhaps Mutants could be encouraged to use them..So far there is nothing impressive though that uses Mutations..

#9 ss_gameface

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Posted 17 October 2009 - 14:57

yea the cost for tentacle is a lot higher than i thought it would be... who knows, maybe at some point itll be worth it, or at least more worth it... just gotta wait and see i guess

#10 MaximusGR

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Posted 19 November 2009 - 20:15

bump

wondering what HCS have in store for our -and the Cyborgs' - Skill Tree

#11 juggeranut

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Posted 19 November 2009 - 21:36

I agree with pretty much everything you said. The only worth while skills for a Mutant are Glowing Hands and Variance. I have those two skills plus Recover (1SP) and Toxic (if we had single skill reset I'd probably get rid of it), but everything else just doesnt make sense to put your SP in.

HCS has already redone the Purists and the Soldiers skill trees, so we can only assume that they will redo the Cyborg and the Mutants.

#12 MaximusGR

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Posted 25 November 2009 - 15:15

bump

#13 Zaelin

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Posted 25 November 2009 - 15:50

Please do not bump the thread, we will look at the skills in our own time. Bumping the thread won't make the changes happen any faster.

#14 MaximusGR

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Posted 25 November 2009 - 15:52

Thanks for letting me know Z, just tried to help with the "hunting down" BG was referring too :oops:

cheers!!

#15 BigGrim

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Posted 25 November 2009 - 18:26

bump

wondering what HCS have in store for our -and the Cyborgs' - Skill Tree


We'll be looking at these skill trees after the core of alterations are complete. Let's face it, we want players to really have to choose which Class to be. I'm glad that the Soldier tweaks resulted in players looking beyond Purists but I'd like to see more muties and Borg around the game.

*Bookmarked*



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