CCP Fozzie wrote:
No. The skills will all continue to exist (under slightly different names) and will impact the same type of gameplay, so there are no plans to refund any skills with this change.
I most strenuously disagree. (My opinions do not necessarily reflect the opinions of EVE University)
We have, over the last several years, encouraged our members to train Leadership V, through program incentives at many of our different campuses. Leadership in this exmaple is mainly used to let boosts pass through to the squad members. This way in a larger fleet, that E-Uni might field from time to time, we have adequate members able to let the fleet boosters influence everyone.
While I am grateful that the days of forming fleets in alliance with : x L5/4/4/4/4 will no longer be needed, I have a big issue;
you are removing the passive benefits of Leadership and the four combat and fifth mining warfare skills.
Currently, the skill is a sp sink, but one that has useful side effects so it is not completely pointless without a ship running links.
After the change, you are making it so that someone that has invested 256000 skill points for leadership V, and up to 512000 skill points for each of Mining Foreman, Armored Warfare, Information Warfare, Siege Warfare, and Skirmish Warfare; potentially up to 2.8 million skill points for a player that never planned on running an active link. That does not even consider players that might have trained a few levels in Wing Command, or even bit the bullet and trained Wing Command to V and then Fleet Command to II or III.
We have encouraged new players, in order to be more useful to the group (ie their friends) to invest 618040sp (using the L5/4/4/4/4 example from earlier) and now are explaining that it is a sunk cost, and useless unless they invest more.
Which leads to the essence of my disagreement; your changes, as written here, are bad game design
CCP Fozzie wrote: Rivr Luzade wrote:
So, skill bonuses completely removed?
Yes. All passive fleet boosts are being removed including the ones from the skills. The skills will now be 100% dedicated to improving your Command Bursts.
This might impact the same type of gameplay
in your mind, but you are putting the cart before the horse.
You have a skill that lets you [verb] a thing, be it a ship, a module, a jump clone, or a corporation. Then you create a secondary skill that improves upon the initial skill, and you make the initial skill the prerequisite.
This is the way every skill in EVE Online currently works. Some of the prerequisites seem to be there to gate skills (like Cloaking needing CPU Management V) but even in those cases the prerequisite skills provide a benefit that stands on its own
leadership skills, that many people have already sunk skill points into , are being changed so that they offer zero tangible benefit (heck even training Science to V gives you 5% copy speed) unless you invest even more skill points into supplementary skills.
This I have a problem with.