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S0und_Theif

ST, changes to the commander skills system

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Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.

 

In the near future, there will be а ST of the updated commander skills system. At the moment, we plan to update the skills in 0.9.11. We will conduct several stages of testing and will closely monitor your feedback.

In summary:

  • New skills were added and some of the old ones were changed
  • Now each class will have a separate section with unique skills
  • Maximum skill points number increased from 19 to 21
  • New way to get elite commander experience: dismiss unused commanders
  • The amount of experience required to retrain a commander to another researchable ship reduced by half.

If and when the changes come to the live server, everyone will have an opportunity to reset their commanders' skills for free. Details will be announced at a later date.

Skills already existing in the game will be adapted to the new system in as comfortable a way as possible, taking all changes into account. Thus, players will not have to necessarily redistribute all their commanders' skills, as they will already be trained for the skills most similar to the ones they were trained for in the old system.

Main changes

The commander skills system in its current form has existed for a long time—the last time major changes to the system were made was a few years ago, in 0.6.0. Since then, new mechanics and many ships with unique gameplay styles have been added to the game. Taking into account these and many other factors, we decided to update the skills system to better match the current realities of World of Warships.

Many skills in the game are not suitable for certain classes and individual ships, which greatly limits the variability of builds. In such conditions, there were not as many effective ways to distribute skills as we wanted. These change will help players not only to allocate skills to match their playstyle, but also to try new tactics.

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In the new system, each commander will have an opportunity to distribute skills for each class separately, each in a specialized section. We have also improved the interface and functionality of the system: for example, you can now assign a commander to different classes without having to redistribute skills.

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We have also significantly changed and reshuffled the skills themselves, added new ones, and removed some of the old ones. The skills have been changed so that in each row there is a choice between several effective options, instead of one ultimate skill. 

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Have you always wanted to pick just a few more skills? Now, as skills are becoming more specialized and their total number increasing, the maximum number of commander skill points is also being increased from 19 to 21.

The distribution of skills by categories will become more logical, which will help to match the skills to the chosen style of play.

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There will also be a new way to get elite commander experience in the game. Players will be able to transform part of a commander's experience into elite experience when dismissing him:

  • 25% of experience earned at the cost of 1 experience for 10 credits.
  • 50% of experience earned at the cost of 150 experience per 1 doubloon.

Thus, you can demobilize unused commanders, and spend the gained elite experience on training, redistributing skills, or retraining the commanders you need.

Details about the changes

  • Commanders will still have a specialization for a particular ship.
  • Only one skill set corresponding to a class of ship is active at one time. 
  • The skills for each class are distributed independently from each other. For example, a commander with 10 skill points can distribute 10 points in the section of destroyers and 10 points for battleships.
  • The basics of skills distribution will not change:
    • each section will have 4 rows of skills;
    • to access the next row you have to learn a skill from the previous one;
    • the cost of learning skills increases with each row: the skill on the first row costs one point, the second two points, etc.;
  • The cost and number of skills for recruited commanders will change so that, if necessary, the player will be able to recruit a commander with a large number of skill points:
    • commander without skills is hired for free.
    • commander with 6 skill points is available for 900,000 credits.
    • commander with 10 skill points is available for 1,750 doubloons.
  • To redistribute the skills, as before, elite commander experience or doubloons will be required. Each skill section is redistributed separately.
  • The cost of redistribution for a section with a commander with 21 skill points will be 525 doubloons or 500,000 elite commander experience. For 19 skill points, the cost remains unchanged.
  • A commander with no specialization for a specific ship cannot be assigned to it without retraining. This rule is not applied to premium or special ships.

  • You can go into battle on a ship without a commander. In this case, commander experience will not be credited to the account.
  • The amount of experience required to retrain a commander to another researchable ship will be reduced by half. Skills will not work until the commander completes retraining.
  • The cost of commander retraining changes:
    • Since redistribution of commander skills will be required much less often, the cost of retraining in doubloons will increase from 500 to 750 doubloons.
    • It is no longer possible to undergo retraining using credits.

The list of updated skills is available here: Commander's skills

Please note that skills and their names are preliminary and subject to change during testing.

Please note that all information in the development blog is preliminary and subject to change during testing. Any showcased features may or may not end up on the main server. The final information will be published on our game's website.

 


Link:

https://blog.worldofwarships.com/blog/70

 

Commander Skills:

https://corpwargaming-my.sharepoint.com/:x:/g/personal/s_tereshkov_wargaming_net/EcDfPaRnLDpPu-YQrsL6RogB2gjHnPOBs9gLYgAZJRA1OQ?rtime=UuQfRHhO2Eg

https://docs.google.com/spreadsheets/d/1Bgx8ilNzUAp3qMI7Ke_Qtw0359mv1hecZRTjlV5pAKE/edit#gid=0


@Paladinum I am still reading the ST.:fish_book:

Edited by S0und_Theif
Old link does not work anymore. Pasteing the new lnk.
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Changing max captain pts from 19 to 21 is a soft nerf to elite cxp system especially for newer players.

Remember how hard it was to get to our first 19 pts captain?

Edited by zergling_
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so you can use commander skills set 1 at a time depends on ship class, if I have Smolensk and Minotaur I need to use the cruiser skillset but most of them are useless for those ships compare to DD skillset that is more useful to them and to those large cruisers they also useless if compare to BB skillset.

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16 minutes ago, zergling_ said:

Changing max captain pts from 19 to 21 is a soft nerf to elite cxp system especially for newer players.

Remember how hard it was to get to our first 19 pts captain?

Take note of this,
The cost of redistribution for a section with a commander with 21 skill points will be 525 doubloons or 500,000 elite commander experience. For 19 skill points, the cost remains unchanged.

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Quite a lot of things to unpack here.

Some of the new skills are interesting. I see a few more skills for Secondary builds, while some other skills are suited for long-range spammers.

The existing skills have been rebalanced quite a bit though. For example the Priority Target equivalent is now  a 2-point skill, and only cruisers  get the new IFA equivalent.

 

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So this entire thing is just allowing all captains to be able to use on all ship types without too much hassle. Other than that, it needs some theorycrafting to determine if it's any good.

 

No reduction for torpedo reload time skill for cruisers? How the ffff am I gonna torpedo build my Yoshino?

AA Gunner:  Increases the number of shell explosions in the AA salvo by a whooping ONE.

"Straight-A Artillerist"... I'm glad this name is a WiP, because it's lame.

 

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5 Spreadsheet Hacks for Excel Users

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So you can have a captain set up for multiple ships so long as they are all different classes?

Useful, but if you still have to retrain them for different ships, I probably won't worry too much. I suppose its nice you if want to put the Yamamoto on your Yamato on you Asashio or Atago.

So... If you already HAVE a 19 pt captain, will it turn into a 21 pt captain? Or will you have to earn those extra points? ( I don't WANT to earn those points! I already have full commanders.)

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5 minutes ago, Grygus_Triss said:

So... If you already HAVE a 19 pt captain, will it turn into a 21 pt captain? Or will you have to earn those extra points? ( I don't WANT to earn those points! I already have full commanders.)

Knowing WG, they will make you grind (earn) for it.

But I can be / could be wrong.

 

WG is rarely generous. They are most of the time, stingy.

Edited by S0und_Theif
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16 minutes ago, Paladinum said:

No reduction for torpedo reload time skill for cruisers? How the ffff am I gonna torpedo build my Yoshino?

I think it's because of Kitakami's existence why that skill is not available for cruisers. Too OP(?).

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2 minutes ago, S0und_Theif said:

Knowing WG, they will make you grind (earn) for it.

But I can be / could be wrong.

Hmmm. Well, having looked at the skills. 21 points won't be enough. As usual, WG creates a lot more skills that will seem necessary, and increases the cost of skills that you already used.

They want you to create sub optimum builds... And casuals like me will get laughed at for tryin g to go with our old builds even though it allows us to play how we want. Because there is only one build that matters. The build that works easiest for the meta.

Priority Target is renamed Argus eyed and moved to 2 points.

Adrenaline rush is now 3 points.

Battleships don't get Superintendent anymore... I wonder if WG would just increase the number of consumables on BBs by one, since almost everyone takes that anyway unless they are secondary spec. Otherwise, going to hurt Russian BBs...

 

 

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19 minutes ago, S0und_Theif said:

WG is rarely generous. They are most of the time, stingy.

Anything to encourage us to spend money on FXP conversion to pay for captain skills.

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pretty useless skill set for torpedo boat DD, when each and every others got buff , even gunboat DD , the skill allocated to torpedo boat DD simply do nothing of sort to actually buff the damage potential ... not very encouraging there , why do Cruiser get that +15% damage on torp ,  BB got torp protection +10% both on 3rd row when the DD got still only the old -10% reload, if they clearly buff the others , then they need  to buff the DD the same this either need to be a change to row 2 and give +10% torp speed or if the notion is to put that buff on Row 3, Torpedo boat DD should get either a flat -16% reload, or a combo of reload and range boost, and might be a combo of reload, damage, and detection. And speaking of that why the row 2 +5% torpedo speed when the old one give +5 knot ( but reduce range ) you need a torp that's by default 100 knot to get that 5 knot on that 5% , its not a fair exchange ... the old one are real specialist and the new one only cater to te numbers and become a useless skill ... just look at the gun boat buff of +1% fire chance ( when pretty much all of them ad only single digit fire chance so that;s more than 10% buff ) , the skill should give the same scope of buff to specialist torpedo boat also and that will mean a minimal of +10% torp speed

E,ven gunboat DD got significant buff on efficiency and damage , Cruiser got significant buff potential ( if spec for ) , and both BB and CV are catered for, where Torpedo boat got .. well nothing for real 

DD in general want to had stealth, Speed, and Maneuverability, nothing there , Specialist Torpedo Boat DD want their torp to be more efficient and effective, none there , Gunboat DD need to had their - well - guns buffed, and its looking more like a nerf instead ; and DD want to be able to survive better and again none there , Row 4 for all others give positive buff, where for DD is only academic and come with nerf attached .. can I not relate that WG discriminate against DD and DD players

Edited by Mechfori

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3 minutes ago, Mechfori said:

pretty useless skill set for torpedo boat DD, when each and every others got buff , even gunboat DD , the skill allocated to torpedo boat DD simply do nothing of sort to actually buff the damage potential ... not very encouraging there , why do Cruiser get that +15% damage on torp ,  BB got torp protection +10% both on 3rd row when the DD got still only the old -10% reload, if they clearly buff the others , then they need  to buff the DD the same this either need to be a change to row 2 and give +8 or +10% torp speed or if the notion is to put that buff on Row 3, Torpedo boat DD should get either a flat -15% reload, or a combo of reload and range boost.

Even gunboat DD got significant buff on efficiency and damage , Cruiser got significant buff potential ( if spec for ) , and both BB and CV are catered for, where Torpedo boat got .. well nothing for real 

Maybe its WG saying that torpedo's are already strong, and that what torpedo boats really need is survivability and gunnery skills. Not that they can ever outgun a gun specced gunboat at full hp.

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The ".... if visible ship..." mechanic has got to go. Please, no conditional commander skills....

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33 minutes ago, Grygus_Triss said:

Maybe its WG saying that torpedo's are already strong, and that what torpedo boats really need is survivability and gunnery skills. Not that they can ever outgun a gun specced gunboat at full hp.

I strongly doubt that .... just talk to anyone playing IJN Torpedo boat DD ( or the Pan Asian DD players ) , try that turret transverse , even a +20% its pretty much still useless when you are in a DD who need to maneuver all the time ... and even with the said notion I see no real Survivalist  boost skill that's catered and offered , I think where WG do not get it ; DD are specialist always so a set of skill for the generalist DD simply do not work for Torpedo Boat DD and only at best somehow OK for real specialist Gunboat DD ; say French , they need better concealment , but there is no specialist skill ( its the de facto -10% for all even the BB ) for that , the need their reload to actually reload faster and they got what now instead of -10%, its now -5% and +10% Continuous AA damage which surely is not helping when you check how useless Continuous AA really are on them, call it more a nerf than a buff.
 

That kind of too generalized approach also affect Cruiser , though less and only very slightly for BB , WG simply should give more option per row for all type of ships ; you cannot expect a CL to be wanting and needing that same as a Super Cruiser, nor a Torpedo Boat DD to do a Gunboat DD's work. And even BB need some specialization better

Edited by Mechfori
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Demoman Increases maximum HE and SAP shell damage
Increases the detectability range of a ship with main battery guns with a caliber higher than 149 mm.
HE shells damage +10%
SAP shells damage +10%
Ship’s detectability +15%

 

HAHAHAHA SMOLENSK HE GO BRRRRRRRR..... :Smile_trollface:

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15 minutes ago, PGM991 said:

Patrol fighter can no longer spot ship

Thank god

Only if they choose the said skill it seems

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Torpedo Armament Specialist Increases the ship torpedo speed Ship torpedo speed +5%

So basically if Gearing base Torps 16,5 km with 66 Knot
current build Torpedo tube mod 1 + Torp Accel skill > i got 74 Knots with 13. km
but with new build Torpedo tube mod 1+ Torp armament Specialist > i got 73 Knot but i still keep 16.5 km range 
sounds good to me.....

 

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THIS CHANGE IS HUGE BUFF FOR RN CA!

they have short reload and rely too much on spotting aircraft....

Except there is no longer last stand.......................

 

the fearless skill on DD is hillarious....

+8% speed when undetected? are you sure WG? ITALIAN DD with exhaust smoke will even FASTER than Mogador

 

_____________________________________________________________________

after 5 year, WG is revealing the biggest secret of how Priority Target work...... MAGIC OF ARGUS EYE!

 

 

____________________________________________________________________________________

anyone know when will DD have -50% air concealment? i miss my Orkan, but too afraid of CV

 

 

also wwooooooo

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11 minutes ago, Skarhabek said:

anyone know when will DD have -50% air concealment? i miss my Orkan, but too afraid of CV

I think you missed the last ST post.

Not only DD but also C and BB

Edited by S0und_Theif

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33 minutes ago, Gesterbein said:
Torpedo Armament Specialist Increases the ship torpedo speed Ship torpedo speed +5%

So basically if Gearing base Torps 16,5 km with 66 Knot
current build Torpedo tube mod 1 + Torp Accel skill > i got 74 Knots with 13. km
but with new build Torpedo tube mod 1+ Torp armament Specialist > i got 73 Knot but i still keep 16.5 km range 
sounds good to me.....

 

yes but if you are in a Shima using the 20KM torp you can now go 70 knot out to 16KM but the new one get you only 68 knot and out to 20KM ( not that thoseextra 4KM really matter ), the old row 2 skill of +5 knot -20% range always too limited for those who can afford the range and with current meta rage is a needed property. What the new skill do is kind of making an only partially usable skill to be more generalist usable but nerf the effect. The problem with that simply is the same for torpedo boat DD as wit Gunboat DD , there is too many that are not in the extreme end and need real meaningful buff but WG refuse to give them cause they fear giving the right skill buff would further enhance the already specialist. So again its the same if you play the new lines like French and Euro thee is some check to made sure you are not too OP after the skill, but at the same time the skill do not do enough to so many old DD line , KM, IJN, even Pan Asian and certainly Soviets

Do remember not all DD are Shima and Gearing who already had the range and speed to start with ; IMHO that row 2 skill should be a combo of +5% speed and -5% reload , and the row 3 should be a +10% reload and -10% detection to really even start really give torpedo boat some buff and specialization

That though do not negate many old tech tree DD line just simply need rework and re spec

Edited by Mechfori

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There is really a lot to unpack. Still understanding as of writing.

Some skills renamed, some skills switched levels, some were replaced, some were combined.

And what worries me here is submarine captain skills. Are they going to add more to accomodate submarine captain skills ore are they going to use  the updated existing skills for submarine? :fish_book:

I am quite disappointed that WG does not simplify the level 4 skill.

 

One battleship skill is still the same. Fire Prevention Expert.

My suggestion / feedback on this is that they should update this skill as Fire and Flooding Prevention Expert.

-10% chance of getting fire and flooding.
Reduces the maximum fire set to 3.
Reduces the maximum flodding set to 1.

Make the level 4 skill worth investing.

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Cruiser skill is rather............lackluster....

I mean there some unique fresh skill like --> 20% Dispersion debuff after DD got spotted. thats unique and fresh

 

Cruiser new skill  is quite Bland compared to the rest. Brawler skill is basicly for YOLO or smth - freakin weird not well thought compared to other classess

 

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