Note: This will address how to improve the current skill tree layout. If I wanted to just rehash the skill tree layout then I’d just bring back the old layout and then just add the multiple skill branches from the current one to have one specifically for pvp.
Normally, I’d talk about all the old skill trees that we’ve had. Some that you know, some that you don’t know.
First one was the truest to the name of a skill tree. It was pretty bad for classes that had to choose between bad skills and higher attack power or the reverse manner. Each skill had a cap of level 3.
This was corrected when the initial passives and actives were introduced, such as kick and stoic. Then locked skills were introduced around 2 months later I believe. This one has been around the longest, and I believe a lot of people still liked this one.
Last one is the one we have now, having a cap of level 20 until rings get involved.
Now that I got that out of the way, there’s two changes I’ll be talking about.
A) Lowering the initial level limit of every skill.
Honestly, I don’t know why you have to get to a specific level and then somehow the character can just get it to level 2 immediately, game-wise. It’s more based on ocd of always having something new every 5 levels than anything else.
Thus, after you get an advancement. decrement the level requirement of everything aside from the initial skill by 5. Thus it’d be 15>20>25 instead of 15>25>30. Then for the 1st advancement, have it as 25>28>31>34. How did 30>30>31>34 get through development, it makes no sense. 2nd advancement is the same concept 45>45>48>52 becomes 40>44>48>52.
B) Beneficial penalty system.
So, with the players restricted to choose only one of the two skills in a normal row, it causes a few changes. On one hand, there’ll be more variation; On the other hand, you’re screwing up a few classes but it needed both. Having both would lead to sp problems anyway.
Now let’s enable the player to choose both, but instead employ a penalty system.
Let’s say the player mains DC, and the players wants both Rumble Shot and Leg Shot. Now let’s say he picks Leg Shot first, costing the player 4sp. Now, Rumble Shot’s sp requirement gets a modifier of 1.5x, thus causing the sp requirement to raise to 6sp.
While at the very base, the same concept; How it’s done changes how all the players play into a much more sense of variety.
The player no longer feels screwed, it’s the players choice if (s)he wants to pick both or to choose one to raise something else with the limited sp points they have. It also boosts the variety in pvp. There’s more choices for the player, there’s also more things to think about when fighting others. Does the DC have both the gun and cannon passives? Does Grand Master have that kd passive to consider. Does that TT have both fields. Is RF sporting both passives or both bolts. Is that RS using rune passives. Does that Nem have EHW alongside the crit passives. The list can go for awhile.