2. "new skill" tree that was supposed fix skills is just worse than original. It is incredibly cut down into few very narrow paths. It is simply plain not fun to interact and everytime you get new perk point i just sit there thinking that i can't build anything of my own because there are no skills to choose. As much as old skill system had small nodes with minor stuff it also contained huge nodes like spreading quickhacks, additional charges to tech weapons etc. Now you get same shit both small and big nodes but like half of them or less. Moreover specializations are out of window as there aren't that many nodes in them.
This is curious to me because the very little I've played of 2.0/PL left me with the opposite impression, that the skills progression overhaul is
better than before, albeit still not
good. I think it's better because it cuts down and consolidates the perks into fewer, vaguely more meaningful choices, but it's not good enough because there's still too many of them and they're still too granular and circumstantial.
I absolutely thought new skill system is better when i first seen it. But when i actually started to play I quickly realized this is just 25% of what used to be before. Sure the first few nodes of each tree in old system used to be shitty +5% damage or stuff like that but the higher your base stat was the more impacting skills you unlocked with best ones at 20.
And even if you didn't like some of skills, there were so many of them that you could find something for yourself either way.
The point is that with old system if i had park point to spend i had too many skills to choose, sure a lot of them were trash but good amount of them did something toward my build.
Now this is reversed. If i have perk point i am just wondering if i should just skip spending it and just play either way as it won't change much in my build.
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Another huge issue is with breakpoints. 4, 9, 15, 20. On all trees there is barely anything at 4 breakpoit with most of trees having like one group instead of 3 or 2. Which means you need a minimum 9 into some state which is almost half to get anything noticeable.
Here is good example of how this new amazing skill tree looks in practice. On my run i tried to play as "musclehead" with shotguns and lmgs. This is what my Body guy gets:
at 4. Health regen in combat. Combat like i said before is easy so it doesn't do shit enough for me to notice in first place. And either way you have stimpacks...
at 9. middle of tree is nowhere to be seen, right side of tree is melee which i am not interested. which leaves me with left one. Finally !!!! something for me no ? with 2 levels in that "main" skill i get wait for it. 12% increased at low stamina and faster shooting speed at low stamina and improved weapon handling. Such change that i didn't even notice... Along that "main" skill you have -33% to bullet spread..., 15% mitigation chance and... no penalty to movement when using shotguns or lmgs.
So shite.
Only at lvl 15 body you get anything worthwile. And what do we get at lvl 15 ? We get effectively improved healing more (adrenaline rush), and obliterate aka random chance for guy to dead the less health he has obviously it doesn't work on bosses. and obviously since i am not into hammers at right something that does not interest me.
Small nodes mostly enchance either obliterate or adrenaline.
Then level 20 you get further enchancement to either obliterate or adrenaline.
To sum it up whole body tree literally mostly consists of random chance to die, healing or hammertime.
Like i want to play LMG guy that's tough but i don't want to relly on shitty random chance for someone to die.
It is like they saw cold blood in previous iteration and thought "I KNOW ! WE NEED TO GIVE COLD BLOOD TO EVERYTHING"