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MeanGreenUnseen

5 point skills too underwhelming?

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Beta Tester
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Is it me or the last row of skills is fairly poor (especially due to 5 skill point cost) for most of the ships?

 

1) Fire Prevention sounds just terrible. The repair skill is on too low of a cooldown to get major damage from fire. Also, 7% to fire only? IMHO should at least include -7% to flooding too...

 

2) Concealment... the only ships I can see benefiting from it are DDs (maybe just IJN ones, really), other than that I don't see it being of much use.

 

3) Plane capacity... Great for carriers, useless for anything else.

 

4) 10% CD to special skill and 10% to repair... Let's be honest, that's not really what I'd like to get for 5 points. I find it worse than 4 point and about equal to 3 point cost skills...

 

4 and 3 point skills seem to be so much better, really. Everyone can benefit from them so much more, while 5 pointers are good only for carriers and maybe for DDs. Battleships and cruisers, anyone?

 

Is it only my opinion?

 

 

Edited by MeanGreenUnseen

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Alpha Tester
2,543 posts
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Never really gave it much thought but yeah, skills at level 5 aren't that great. Unless I'm missing something too.

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Alpha Tester
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166 battles

Agreed, but I consider this commander skill system a little place holder and we will get much better skills and more of them. Hopefully.

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Beta Tester
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I think you are right that they are not worth the points for what they do at first glance.

 

But I think that is not a problem.

 

Make them much better and you get a imbalance in the game.

Look at WoT, the first three skills are very good if not important, all other after that are meh at best and they are way harder to grind than the first three.

 

And that there are a few specialized skills for CV and DD, but none for other classes? On my BB I love to have the 10% less cooldown for all my skills.

 

 

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Beta Tester
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The thing in WoT is, you have a limited choice. Every skill additional will take a certain amount of experience. In WoWs, you can grab a 3 point skill instead of a 5 pointer, greatly reducing the experience needed. That is why I'm bringing this up - because if you build a skill tree that requires different investments, the top MUST be best otherwise no one will take it and will rather go for cheaper and more effective branches.

 

As for the 10% cooldown skill, I did ask what people thought of it. I find it of much less importance than other skills. As an example, let's say I took these skills for a BB (see screenshot below).

 

Now I can either grab Jack of All Trades or Basic Firing Training and Advanced Firing Training for the same cost or Situational Awareness + High Alert. I get either a LOT better secondary armaments or a skill to avoid early shots and jap torp/ship awareness with a 10% cooldown on Damage Control.

 

Of course, you may argue that my skill tree is not good. The problem then becomes whether those skills I grabbed before Jack of All Trades are worth more or less. As for me, I still find myself not taking any 5 point skills before plucking those nice 4 point and 3 pointers.

shot-15.04.12_22.25.39-0666.jpg

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Beta Tester
18 posts
111 battles

It would be interesting to know whether 10% CD to special skill affects BB's healing ability. It it does, it seems a no brainer to choose this one as probably the most useful 5th tier skill, equalled in usefulness perhaps only by Stealth skill for IJN destroyers.

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Alpha Tester
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rememeber you can have up to 19 points of skills. just look at the test windows they got on the moderators pictures

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Beta Tester
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Is it me or the last row of skills is fairly poor (especially due to 5 skill point cost) for most of the ships?

 

1) Fire Prevention sounds just terrible. The repair skill is on too low of a cooldown to get major damage from fire. Also, 7% to fire only? IMHO should at least include -7% to flooding too...

 

2) Concealment... the only ships I can see benefiting from it are DDs (maybe just IJN ones, really), other than that I don't see it being of much use.

 

3) Plane capacity... Great for carriers, useless for anything else.

 

4) 10% CD to special skill and 10% to repair... Let's be honest, that's not really what I'd like to get for 5 points. I find it worse than 4 point and about equal to 3 point cost skills...

 

4 and 3 point skills seem to be so much better, really. Everyone can benefit from them so much more, while 5 pointers are good only for carriers and maybe for DDs. Battleships and cruisers, anyone?

 

Is it only my opinion?

 

 

2) Consealment?!

It will be most common on DD.

Add the Consealment System Mod1 Upgrade and a CA will remain undetected for a long time, while performing AA near BB.

 

4) Reading comprehesion skills!

I assume you are talking about Jack of All Trades.

It will give -10% to all active skills.

This is

Basic Survivability and High Alert for many,

relaod on torps and smoke charges for DD ,

Y-key on CA,

Recon plane on CA/BB,

Servicing time on CV

Indeed, a jack of all trades.

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[FIFO]
Beta Tester
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2) Consealment?!

It will be most common on DD.

Add the Consealment System Mod1 Upgrade and a CA will remain undetected for a long time, while performing AA near BB.

 

4) Reading comprehesion skills!

I assume you are talking about Jack of All Trades.

It will give -10% to all active skills.

This is

Basic Survivability and High Alert for many,

relaod on torps and smoke charges for DD ,

Y-key on CA,

Recon plane on CA/BB,

Servicing time on CV

Indeed, a jack of all trades.

wait, dropping torps and launching planes are "active skills"? 

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[BKC]
Beta Tester
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I think you also should consider the effect of stacking, like azakow said, using "Concealment expertise" with "Concealment System mod1" basically gives you 20% detectability reduction, nothing to sneeze at if you ship depends on beeing stealthy

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Quality Poster
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Is it me or the last row of skills is fairly poor (especially due to 5 skill point cost) for most of the ships?

 

1) Fire Prevention sounds just terrible. The repair skill is on too low of a cooldown to get major damage from fire. Also, 7% to fire only? IMHO should at least include -7% to flooding too...

 

2) Concealment... the only ships I can see benefiting from it are DDs (maybe just IJN ones, really), other than that I don't see it being of much use.

 

3) Plane capacity... Great for carriers, useless for anything else.

 

4) 10% CD to special skill and 10% to repair... Let's be honest, that's not really what I'd like to get for 5 points. I find it worse than 4 point and about equal to 3 point cost skills...

 

4 and 3 point skills seem to be so much better, really. Everyone can benefit from them so much more, while 5 pointers are good only for carriers and maybe for DDs. Battleships and cruisers, anyone?

 

Is it only my opinion?

 

 

 

Skills are not supposed to be a win ALL there supposed to help! The skills are fine! 

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Beta Tester
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View Postconductiv, on 15 April 2015 - 01:20 PM, said:

wait, dropping torps and launching planes are "active skills"? 

Reloading torps and servicing planes, rather than dropping torps and launching planes.

 

What is an active skill?

I understand it to be a skill with a yellow checkmark, see DD sample here:

Spoiler

One of the active skills influences torp relaod time, hence Jack of al Trades will influence the torp relaod time.

 

View PostDBaron, on 15 April 2015 - 01:51 PM, said:

I think you also should consider the effect of stacking, like azakow said, using "Concealment expertise" with "Concealment System mod1" basically gives you 20% detectability reduction, nothing to sneeze at if you ship depends on beeing stealthy

You will not be targeted when your BB fights at max range, i.e. Baltimore surface detectablity 12.6km -> 10km.


 
Edited by BigBadVuk

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[FIFO]
Beta Tester
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Reloading torps and servicing planes, rather than dropping torps and launching planes.

 

What is an active skill?

I understand it to be a skill with a yellow checkmark, see DD sample here:

shot-15.04.15_14.49.33-0038.jpg

One of the active skills influences torp relaod time, hence Jack of al Trades will influence the torp relaod time.

 the checkmarks are indeed skills, but the skills here are what I see as passive skills. I also see you piont of view with "active skill" = "activated skill"

 

passive meaning you don't have to do anything to get their benefit, they might tag on a active skill by for instance reducing the cooldown but the captains skills are generally not "used" they help you do something you already could..so you do it better.

 

active skills can be ingame even without you spending a skill piont, the smoke screen, BB self repair and cruiser flak burst are examples of typical active skills. they have a little icon, and have to be tagged in order to get their benifit.

 

now shells, planes and torps do have a active icon, so they could be seen as a skill...though I tend to be more inclined to say that the active skills are the repair crew and the class active ability...possibly the scout plane as well.

 

can someone verify azekows or my vision on "active skills" ?

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