World of warships commander skills11/24/2023 ![]() ![]() The skill rework was just another missed oportunity to make the game great but instead ended like a bad joke. Build diversity was not increased i would argue its actualy less now and to add insult to the injury 21 points captains are not any better than old 19 points captains so its more grind for the same result Overall I think the skill tree overall is OK except for the 1st level ofskills and it has definitely improved over the past year with WG's changes. So there are definitely more useful skills that I would like to take on these builds than I am able to, which is good and is definitely better than I can say for the cruiser skill tree. (I don't consider ranked competitive anymore, they absolutely gutted it last year with the current format) Also consumables are king in comp play and DD's are typically brought for their utility, not their DPM. But in competitive play such as KOTS or CB, it is necessary for team strats and reactions. I abhor RPF/RL in randoms as I don't get much usefulness out of them. Honestly don't know if I have played something like Khab in the past year which could be built a couple ways. ![]() So those are pretty much my standard builds for randoms, there might be a variation or 2 for a couple destroyers. This is a build I use for consumable focused DD's such as Smaland, Ragnar, Daring, Cossack, Friesland, etc. If range is an issue, I can just repurpose CE for it as it's not likely I would be using concealment for anything.Ĭonsumable build. This is a pure gunboat build I would use for open water gunboats like Udaloi, Kleber, where smoke isn't a big concern for me. Superintendent is optional, I could spend the 3 points elsewhere, but I like my smoke screens for getting out of trouble or using to stack a fire or 2 on a target that has used DCP. This is what I would use on things like Halland, Shima, Somers, etc: However, there are some harder choices with the last few points, but I pretty much have 3 rough builds for randoms: The 1st skill isn't so much mandatory as it is the most useful skill for 1 point. So when 4 skills are completely standard for pretty much every DD I play, that's a diversity problem. I apologize for not posting the straight images, but the permissions for the privateer role on the forum are broken and is missing a lot of functionality. For nearly all of my builds, this is what I start with: There aren't tons of huge choices to make when it comes to DD's, especially with your first 10 points. I don't think that WG was successful in diversifying the skill tree though. So, we have moved in a positive direction for this on the DD skills. Of the 2, IFHE is the only one I have messed around with and don't really think its a very useful skill. We are down to only 2: IFHE and Swift in Silence. That being said, there are less tradeoff skills in the DD skill tree than there were at the change. The tradeoff of a skill should be that you take it instead of a different skill. If a skill is considered too strong on its own that it needs a tradeoff, then perhaps the main part of the skill should be better balanced and not as strong. So what are my thoughts on the DD skills as a result of 1 year of playing with them? I still hate tradeoff skills. ![]()
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