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KaZan0va

0.6.0 - Commander skills

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Please share your feedback on New Commander skills

 

P.S. Information about why we redesigned skills was moved here 

 

Edited by KaZan0va
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if it is not broken why keep trying to fix it.... and in the process "dumbing down" the game for people who don't/didn't put the time into the game that most of us have been doing or a year now....

Bad idea.... is just bad IMHO

Edited by pmgaudio
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if it is not broken why keep trying to fix it.... and in the process "dumbing down" the game for people who don't/didn't put the time into the game that most of us have been doing or a year now....

Bad idea.... is just bad IMHO

 

I don't understand how expanding the skill tree is "dumbing down" the game. 
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I don't understand how expanding the skill tree is "dumbing down" the game. 

 

Yeah, me neither. Increasing the number of choices on each level will make a lot more interesting combinations. Right now levels 1 and 2 are no-braibers for most classes.

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For example, Radio Position Finding will let destroyers and cruisers effectively specialize in fighting for points and hunting destroyers. Inertia Fuze for HE Shells motivates players to change firing HE shells from “throwing fire around” into aiming at weak points and doing direct damage.

 

So I'm guessing these are the new names for Keen Intuition and HE/AP? Really sad that they have to nerf DDs and stealth-based tactics even more, and HE/AP is just a dumb idea. 
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I have my doubts about radio position finding, but we'll see how it plays.

 

I'd like to read up on the new skills and their layout.  Are patch notes published yet?  I don't see a link here or in the announcement on the website.

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I have my doubts about radio position finding, but we'll see how it plays.

 

I'd like to read up on the new skills and their layout.  Are patch notes published yet?  I don't see a link here or in the announcement on the website.

 

The test starts on the 30th. 

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WG did a similar thing in WoWP.  It used to be a strict 1,2,3,4 point skill system.  I much prefer a broader skill tree.  Why should I have to grind out 10 skill points just to make my Atlanta effective with AFT?  Broadening the skill tree by nerfing the skills a little bit, and making them cheaper will make the game more interesting, and allow you to customize your ships a little more.

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if it is not broken why keep trying to fix it.... and in the process "dumbing down" the game for people who don't/didn't put the time into the game that most of us have been doing or a year now....

Bad idea.... is just bad IMHO

 

I disagree. Right now there are a few different builds that you essentially have to do with your commander (based on the ship). We need more real choices in skills so not every Bismarck captain is running secondary builds or every DD captain is running gun range, etc.

 

I'm all for a shake up in the skill tree. Make it flatter with more real choices and redo some of the skills that are absolutely worthless (for the points).

 

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WG did a similar thing in WoWP.  It used to be a strict 1,2,3,4 point skill system.  I much prefer a broader skill tree.  Why should I have to grind out 10 skill points just to make my Atlanta effective with AFT?  Broadening the skill tree by nerfing the skills a little bit, and making them cheaper will make the game more interesting, and allow you to customize your ships a little more.

 

I wouldn't want WG to repeat much of what they did with Warplanes (RIP!) but you're right that a broader skill tree will be a whole lot more interesting and I generally agree that captain skills should be nerfed a bit.  I've been playing long enough that most of my captains for ships I play regularly are at least 15 pointers and it's always a bit of a disappointing reminder of how big a deal having the 4 point and 5 point skills are when I decide to play a ship that isn't in my regular rotation.  As much as I like the skills that are available at those levels, I'd much sooner have newer players at less of a disadvantage in the interest of both player retention and better game balance.  Games that heavily advantage long time players don't tend to have a healthy player base in the long term.

 

I'm not convinced of these particular changes, but in general change is good if it tones down the built in advantages that long term players have in any game.  If you can't win against a new player when you have a few thousand extra games on them, you probably aren't going to win anyway.

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WG did a similar thing in WoWP.  It used to be a strict 1,2,3,4 point skill system.  I much prefer a broader skill tree.  Why should I have to grind out 10 skill points just to make my Atlanta effective with AFT?  Broadening the skill tree by nerfing the skills a little bit, and making them cheaper will make the game more interesting, and allow you to customize your ships a little more.

 

AFT currently costs 10 points, so no nerf to your Atlanta, but no buff either.

 

Can we get a list of the skills and what they do on test?

 

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I wouldn't want WG to repeat much of what they did with Warplanes (RIP!) but you're right that a broader skill tree will be a whole lot more interesting and I generally agree that captain skills should be nerfed a bit.  I've been playing long enough that most of my captains for ships I play regularly are at least 15 pointers and it's always a bit of a disappointing reminder of how big a deal having the 4 point and 5 point skills are when I decide to play a ship that isn't in my regular rotation.  As much as I like the skills that are available at those levels, I'd much sooner have newer players at less of a disadvantage in the interest of both player retention and better game balance.  Games that heavily advantage long time players don't tend to have a healthy player base in the long term.

 

I'm not convinced of these particular changes, but in general change is good if it tones down the built in advantages that long term players have in any game.  If you can't win against a new player when you have a few thousand extra games on them, you probably aren't going to win anyway.

 

I feel a Player with a high level Captain will always have a slight advantage over some one who doesn't. This is why having premium ships is fun, you can slap a high level  captain on them with no penalty, and also..skills like concealment can greatly improve the performance on alot of ship lines, especially some of the Cruiser and Destroyer lines.

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I don't understand how in any reality Radio Position Finding will make this game better.  You're gutting the ability for DDs to sneak up on anything, you're undoing any ability for players to reposition to take advantage of terrain blocking LoS, you're killing ambushes in their entirety, and this ability is a snowball effect multiplier, since in a 1v2+ situation, you'd know at all times where the last hostile was.  No more nailbiting come-from-behind wins, no more clutch games, just stomps.

 

You are making a grave mistake with this skill in its current form, Wargaming.  I don't typically chime in on crap like this, but this is beyond stupid.  Don't make this sort of mistake.  A pure information skill with no actual counterplay is absurdly bad and needs to go.  PS: the same can be said for Concealment Expert, so all is fair here.  If Concealment Expert is the problem, solve it, don't destroy your game in the process.

Edited by Hazdoc
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Feedback:

1: Please reconsider the addition of Dude, Where's My DD?!?! Radio Position Finding. 

     With all the other nerfs to DD's that have taken place over the year, culminating in what I'm starting to believe was a wholesale slaughter of IJN DD capability in tiers 5 through 10, DD's may soon become as rare in games as CV's at those tiers.  When that happens, why bother driving a cruiser?  To fire three salvos at most before being nuked into oblivion?  You will have successfully transformed World of Warships into World of Battleships.  If that happens, this game will die.  You're already perilously close.

 

2: Please rename "Fog for the Fog God".

    It isn't cute, and it won't age well.  Not only that, it isn't even fog.

Edited by Fishrokk
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i would like tom see your exp from a ship u decide to keep go to commander skill like wot does.  I have 2.8 million xp that i cant do nothing with

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Look, I'll be the first to say we needed a rework of some kind because yeah, there was no real ability to choose skills to a playstyle. There were basically set choices with maybe one or two variants. That being said, 2 skills we do know, I actually take some issue with.

 

1. Radio position finder - I'm not even a DD player and this sounds like a bad idea. Even so far as it'll hurt carriers trying to stay hidden near match end or from a DD that managed to sneak around. or really any ship trying to hide to wait out a win against superior numbers. This just sounds like a bad idea - Like half the things that WoWp has done since 1.5 to basically kill that game bad.

 

2. BFT changes - look, you wanna make it cost more fine. 2 points is reasonable. but more importantly -

 

DON'T GIVE IT ANY KIND OF ADDITIONAL AA BUFF WHATSOEVER.

 

Seriously, the absolute LAST thing needed is yet another direct/indirect buff to AA that yet again directly/indirectly nerfs CV's. Unless your giving CV planes a hell of a damn buff in HP or whatever the hell it is you need to do to reduce how often they get shot down. Even with Radio the enemy may know your direction but may still be able to run and shoot torps from stealth for IJN DD's - CV's having AA improved yet again will basically lose their ability to attack anything their tier or higher, not they can really attack higher tiers as is, at tier 6 and up. My Lexington, with planes maxed out on their survivability, already takes devastating to total losses attacking Iowa class ships. Lord forbid a second ship be anywhere in the vicinity. Not to mention the infamous Cleveland, that REALLY needs to be kicked to a higher tier, getting a buff WHEN IT DISINTEGRATES THINGS AS IS.

 

Wanna talk class removal, CV's is definitely getting there with how they tend to usually be ineffective.

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deleted

 

Just typed in the full set of skills (and where they used to be) but when posted it got just the level 2s - don't have the heart to type them all in again - thus this deleted post

Edited by oz_boater

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leave the captain skills alone. They are fine as it is and there are certainly much more major issue in this game needing much more attention then this....

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Changing Cappy skills is a forgone conclusion at this point. But I am wondering what if anything will change between PT and installing in game if it is needed?

Just from the one post where I did see some of the proposals, there have already been many complaints about some of the skills.  Have they been ignored already?

I guess I am saying I don't have much faith in what the devs are doing with at least 3 of them.. But I will save comment on those till after I use them in PT.

Edited by Anchor_Anchor

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Looking forward to it , now we will have a doable 19 point Commander skill and some changes to skills cost , what they do ,plus some new skills ,so if your a Cruiser player like me it could be good with comments from Devs in past posts that they realize CAs in some areas are having issues however 

If your a BB player at higher tier the Devs have said that BBs there are getting to there upper limits ...one thing  is for sure .. not everyone will be happy

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As a weekend player that does not get to do a massive amount of playing, I think this is a fantastic more, 

 

Keep hearing from the Likes of Flamu Concealment captains is like being a tier up when you play, How many 15 point captains do I have with Concealment =None

 

Way to massive a disadvantage when you are getting in less games to practice anyway.

 

Been playing since Beta and no I cannot get in more than 20-30 games a week normally.

  

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