#Ways to help fix the game #3

16 messages · Page 1 of 1 (latest)

unborn wren
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Commander Skills. Change the current maximum set up of 9 100% skills to 15 variable % skills without making them OP.

Reason. To give us more to play for and more real variety/customisation of our commanders setup, suiting or own personal playing styles.

How? Make skill slots 1-5 worth 100% of current skill value. Slots 6-10 50% of current skill value. Slots 11-15 30% of current skill value.
Sixth Sence if chosen would be automatically placed/moved free of charge into the last open slot you have and not be affected by a % as it is a perk not a skill.
The total commander XP required to reach 15 skills would be the same as it would to reach 9 skills today.
Existing commanders would have their open slots increased to reflect the channge. So a 9 skill would become a 15 skill, a 3 skill would become a 5 skill, a 6 skill would become a 10 skill etc.

Pros, Having 6 extra slots availble. Going from the same old boring 9 skill slots to 15 skill slots and without making commanders over powered. The total % of skill would be the same as is now, but giving us so much more room for creativity with our commanders.
The total grind would not be any longer than now.
The grind to get skills when starting out would be quicker than it is now.
Existing commanders would not loose out.

Cons, 10 gold to move/swap around a skill.

placid beacon
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Even 12 would be great. 6th sense for all yes.

winged chasm
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The issue is that most skills a lot more powerful than they used to be. Allowing more skills will only make every commander have the same 12 skills instead of what we have now.

My opinion is that the current skills need to be rebalanced.

obtuse imp
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Than they reset it then never gave it back

unborn wren
vocal latch
# obtuse imp Wasn’t it 12 before?

It was all of them if you reached them.
@unborn wren if you had more than 16 your tank was getting pretty dangerous for the enemy, you could get vision, camo, aiming, loading, movement, and repairs.

unborn wren
weary quarry
unborn wren
weary quarry
# unborn wren It's in WG's road map for this year to look at commander skills. Fingers crossed...

So you want to reduce 5 slots by 50% value, add 5 more that are reduced by 70%, then redesign the UI into a 5 x 3, add an additional modifier that calculates this effect of each skill by a fraction[with rounding effect?] It sounds like a lot of work for nothing.
The update would reset every single commander in your garage, and most players would never return. All this for the same 900% split 15 ways. Its still a no from me.

unborn wren
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Well yes, but i would not be doing the work beyond putting idea' out there.
It maybe a lot of work for some team inside WGC but it would not be for nothing. It would give us loads more setups to choose from and they would get 10 gold every time you wanted to swap skill about.
The update need not reset every commander, it would just add open skill slots for you to fill if you wanted to.

proven elbow
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The problem is that most perks right now arent worth even at 100% of their current effectiveness. People would just pick the current 5 meta options and the rest just simply wouldnt matter. You decrease diversity and really only negatively impact tanks that do need a large number of skills to be effective. Nothing benefits from this design and any tank that needs peripheral perks like firefighting, camo perks, or module durability perks will suffer greatly.

primal slate
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It was 25 slots, and I didn’t have any tank with that many. I did have a few with more than 16, but it took a looong time to get them. At this point I don’t think WG will fix what they really messed up.

worthy wren
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They could also add in more options so we have more to select from.
I feel there’s 5 I never even consider, 5 I must have on everything and the rest if I can be bothered

unborn wren