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Reassessing Ship Tier Systems in Skull and Bones: Addressing Fundamental Flaws

The ship leveling and tier system in Skull and Bones has come under scrutiny from players who believe it to be fundamentally flawed. The current design restricts loadouts, particularly evident from tier 11 to 12, where players face penalties for using lower-tier equipment against higher-tier opponents.

For instance, the Sambuk ship, renowned for its fire damage capabilities, encounters a significant obstacle in reaching tier 12 while utilizing fire-based weapons such as fire bombards and fire long guns. Despite equipping the best armor and mortar, players find themselves unable to reach the highest tier, even if they opt for rockets to induce fire procs.

This dilemma forces Sambuk users into a compromise, compelling them to forego weapons that are inherently suited to their ship’s design.

To rectify this issue, developers should consider introducing higher-tier weapons for green-quality equipment or implementing a system to upgrade lower-quality weapons to higher tiers. This adjustment is crucial to ensure that players using the most suitable weapons and gear for their ship do not suffer from a damage penalty due to being under tier.

Players are amenable to investing additional resources in upgrading their fire long guns or fire bombards to higher quality, provided the option is available.

With the game having been out for approximately two weeks, there should be sufficient data for developers to recognize the shortcomings of the gear score mechanic. The criticisms regarding how gear score constraints hinder build diversity hold merit. Initially, players tend to prioritize homogeneity in gear score across all equipment, subsequently diversifying as they progress through future seasons and acquire gear with distinct mechanics.

However, the overarching issue lies in the intensity of advantage or disadvantage conferred by gear scores, with a 20% difference being substantial. It is unreasonable for players to face a significant downgrade simply because they opt for all blue guns or specialize in a particular status effect, such as support builds.

Moreover, the inconsistency in gear scores adds to the confusion. For instance, Le Fleu gs has a gear score of 58, effectively pegging some builds at level 11 due to being two points shy of reaching level 12. Conversely, the new armor, Ouroboros, boasts a gear score of 400, which is notably lower than the Black Prince’s 420.

To address these discrepancies, all equipment should receive a boost to ensure that all players can reach tier 12 with their existing gear within a season. Later on, as different gear is introduced, a tapering effect can be established. However, such adjustments should be implemented cautiously to avoid limiting players to specific builds prematurely.

Early on in the game’s lifecycle, it is imperative to provide players with the freedom to experiment with various builds and equipment without feeling constrained by tier-based penalties. By fostering an environment that encourages diversity and creativity, Skull and Bones can enhance the overall gaming experience and promote healthier player interactions.

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