Please elaborate on what you mean by "used efficiently." Consider adding some sort of contrast like - a skill that can be used efficiently is X but this one can't be because of Y. Would be appreciated - otherwise it just sounds like something you don't want to use (as opposed to something that is actually problematic).
In reality, no - but I would love to learn more about your belief that PvP is the actual *real* source of Spacetime's revenue.
Yes. This means that a Skill Point can be spent towards an Ultimate (if you are of the appropriate level), towards a Passive, to unlock a Skill, add a Skill Upgrade, or add a Perk for a Skill Upgrade (if you are appropriately leveled and you have unlocked the associated Skill Upgrade).
There are currently no plans to boost the number of Skill Points you have 'til we reach the next Cap. This phase of the Skill Revamp is meant to enforce trade-offs. You are free to stay with your current spec and ignore the Perks entirely - but if you want to use them you'll need to trade them for something else in your Skills arsenal: a point of Mastery, a Passive, an upgrade for a Skill. These trade-offs are essential to the effort.
I could be persuaded to offer a single-use path to acquire an additional Skill Point (or two) in the short term but this could affect the total number you get with the next Cap. For instance you get zero Skill Points for Levels 87,88 (or some such). Seems to me that in keeping with the 'trade-off' design foundation here we'd instead turn our attention to buffing of Perks so that the expenditure feels more worthwhile.
From all that I see in the game data these armor debuffs are non-stacking multipliers. I'll be sure to look at every one of them (since I was way off the last time I spoke publicly about stacking :-$)
It's a screenshot of a full stack for each Skill: one main Skill at the top. Four (4) Skill Upgrades down the center with two (2) Perks per Upgrade. Are we saying the same thing? It is indeed eight (8) Perks per Skill at Max Level.
Appreciate the feedback on the Perks content! I don't know if it should spawn so many (as one feels like enough), but I can see how it feels to increase the spawn chance a bit.
Seems like the description is misleading you. The Perk is taking the 20% chance and increasing it to 25% chance. I'll see if I can rewrite it so there's less confusion. Thanks!
Thanks for the feedback - even if I didn't quote your response here - I enjoyed reading all of your ideas and critiques!
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