[ZS] Skill Adjustments & Balance/Suggestions Thread 2



  • Old thread here

    See full list of current skills here

    Some of the suggestions below are oriented towards specialized skills similar to Tanker or Ultra Nimble. According to the update queue the Strengthshot is already getting a Defender variant so that suggestion is crossed out.

    Gun Tree

    Shot Put - GOOD: +90% object throw and thrown weapon velocity - BAD: -90% prop carry speed, -10 movement speed | Prerequisite: Pitcher

    Speed Tree

    Bouncy - GOOD: +20% jumping power - BAD: -20 movement speed | Prerequisite: Agile I/II/III
    Drift I - GOOD: +10% barricade phasing movement speed
    Drift II (from Phaser) - GOOD: +30% barricade phasing movement speed - BAD: +15% sigil teleportation time
    Phaser - GOOD: +60% barricade phasing movement speed - BAD: +200% sigil teleportation time | Prerequisite: Drift II

    Health Tree

    Antigen I (from Antigen) - GOOD: +2% blood armor damage absorption
    Antigen II - GOOD: +3% blood armor damage absorption
    Toxin Tolerance - GOOD: +50% blood armor damage absorption against poison - BAD: -10 health | Prerequisite: Antigen II
    Debuff - Immunodeficiency - GOOD: +10 starting Worth, other small benefit - BAD: Poison inflicts double damage, Debuffs last 25% longer | Prerequisite: Antigen II
    Antibodies - GOOD: 100% of blood armor damage taken reflected back to melee attackers - BAD: -20% blood armor damage absorption

    Support Tree - Medic

    Smallest skill tree.

    Extended Release - Strengthshot dosage is released over an extended duration. GOOD: Duration increased from 10 seconds to 20 seconds. - BAD: Buff intensity decreased 50%. | Prerequisite: Unlock - Strengthshot Gun
    Steroid Booster - GOOD: Target melee damage enhancement +10% (Encourages strength shot medics to give buffs to melee users. Currently flat 25%, strength shot previously only boosted melee damage) | Prerequisite: Unlock - Strengthshot Gun
    Stamina Formula - GOOD: Target receives 30% damage reduction for 10 seconds - BAD: Target no longer receives damage enhancement buffs
    Pharmacy Supplies - +2 medical supplies received when resupplying medical ammo - BAD: +5% resupply time
    Vitamin Supplements - GOOD: Players healed within 5% of their maximum health are healed to full. (healed to >95% => 100%) - BAD: +15% medical kit cooldown, +10% medic gun firing delay



  • So with all phasing skills, final phasing speed will be around 200%?

    Also I didn’t really see anyone using “tow” option with the drone. Drone users with Metalsmith will just stay afk until wave 3-4 being useless and waiting for loot.



  • Drift I + Drift II - phasing speed 50.40, sigil teleportation time +15% (5.75 seconds)
    Phaser - phasing speed 72, sigil teleportation time +200% (15 seconds)



  • Also, light construction II: -50% crate packing, -50% crate health.

    And can we please have a door breaking skill because we rarely get a team effort in breaking doors on maps where we need them.

    Maybe 3x melee damage vs doors, 15% less melee damage overall.



  • The skill tree is already a convoluted mess. Thinning or adding skills won’t improve the core gameplay.



  • @raox said in Upcoming: Skill Tree Rework:

    increase the amount of build diversity, encourage clever playstyles rather than mindless ones picking the same cookie cutter skills, and make players put a bit thought. We also want to encourage remorting and experimentation.

    The most viable skill that might provide a different playstyle is the Phaser change suggestion. The two current Drift/Phaser skills are freebies (+15% = 0.75 seconds), while this specialized skill would provide a fair benefit at the expense of a much longer sigil teleportation time. The current Phaser is the only skill that modifies teleportation time.



  • I’m more concerned about barriers to entry and making the skill tree more accessible. I was thinking we need the search bar for skills and also some indicators that highlight more what each branch is. The reset functionality is a good step forward but skill tree still suffers from mandatory skills albeit to a lesser degree

    I also dislike the concept of debuffs at least in their current state. They should be less oriented to health and speed since you can stay in a cade. Things focusing on resuppllies and resources make more sense and are more survival horror oriented. They also are frustrating as they’re tied to worth and lock you into a loadout for the map.

    The skill tree is already a convoluted mess. Thinning or adding skills won’t improve the core gameplay.

    Logically, we should plump them up and merge them then. If we wanted to address certain skills being filler, I’ll look at the usage statistics and then discuss them in turn.

    Here’s a snapshot of player skills right now (30 players currently on the server). https://pastebin.com/gS9t3PDf Skills not in use aren’t shown.



  • @raox I know this is kind of unrelated, but can you post more of these skill usages? I’d really like to see what people tend to go for with the new skill tree.

    Perhaps at some point in the future, each game can have its usage stats saved similar to chatlogs.



  • @raox said in [ZS] Skill Adjustments & Balance/Suggestions Thread 2:
    I was thinking we need the search bar for skills and also some indicators that highlight more what each branch is.

    this is cool



  • https://pastebin.com/2tmvBBsv

    Another list, this time with 60ish players and generally a slightly higher average remort level.



  • Perhaps simplifying the tree layout, making more relevant skills more accessible.

    Example, with this layout (using the speed tree) , you can choose warp without going through phaser skills. Sure, most people would probably take these skills, but this gives the option of getting warp before the phaser skills.

    I think having one main branch with skills virtually everyone will use and then having the more specialist skills branch off from the main branch is more efficient and helps reduce wasting skill points. Everyone has to start off with Speed I, but can then choose to go Agile before further increasing their speed skills.

    I also think using vertical and horizontal lines only helps it visually.

    We can also use giant words to categorise the trees for people to see at a glance where they want to invest points (example - motion, health, healing, weapons, melee and barricading).

    0_1518045222994_sdsdsdsd.jpg



  • No. You don’t understand how the trees are built.

    I made 2 branches to start from for a reason, that converge.



  • @raox said in [ZS] Skill Adjustments & Balance/Suggestions Thread 2:

    https://pastebin.com/2tmvBBsv

    Another list, this time with 60ish players and generally a slightly higher average remort level.

    Is it possible to keep a more regular record of the skills in use and check to see which ones people tend to go for? I’d like to see this updated as the game changes as it’s a useful tool.



  • I can automate it.


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