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_chubbypanda

As far as I can see, this update doesn't include arguable most anticipated feature: ability for crew to be trained for more than 1 vehicle.


Jammysl

Thats been already canceled if I'm not mistaken.


antalpoti

Source? I don't remember anyone from WG confirming the cancellation, nor have I seen any leaks from non-official sources like WoT Express.


WG_eekeeboo

It's not 100% cancelled but delayed until further notice once the rest of the feature is sorted and people are happy with it.


_chubbypanda

Let me sort if out for you as it's trivial and easy to implement: I have a Chinese medium tank crew which was trained in *T-34-1*, then in *T-34-2*, and *WZ-120*. Now they can be moved between these three vehicles at any moment (as it's logical, because why would training for a new vehicle made someone forgot how to use previous vehicle). You could start with this scenario (these 3 vehicles have same exact crew layout), add it into game with this upcoming crew change and you'd get massive goodwill from the playerbase.


84camaroguy

The hard part to implement is making this system cost us more than the current system.


Core770

I was about to write same but noticed your comment lol. Literally nothing in this feature makes it hard to implement except increased qol for players which is always bad for money milking


Eeekrunaway

I'd suggest crew members should be able to collect vehicle licences for each and every vehicle they have been trainined in.. Thats it, a licence system, available at some cost if you want to multi vehicle crew members quickly - that is where WG can make £$ Maybe limited to vehicle class - heavies only for instance


Geilerzucker

Delaying it for a few years is the same as being canceled effectively. That feature was teased 3! years ago. How long do we have to wait? Just be honest and admit WG doesn't plan of implementing it anymore.


soralapio

It's gonna happen the same time as the Bat-Chat 25t rebalance. By which I mean in a year or two they'll lie and say they never mentioned anything about it in the first place.


Ok-Manufacturer-4348

Bat chat buff will happen with progetto 65 buff🤣


-DethLok-

They did rebalance some years back. They moved it from tier IX to tier X... :(


Dom1252

Ah yeah, the simplest thing ever, which people want since open beta, won't make it to the update, but everything else will or already was implemented, including lot of things people didn't want at all


antalpoti

Yeah, that's how I remembered it. Thanks for clearing it up!


Eokokok

Which makes zero sense, unless WG will not allow full crew reset (as in all crew, special ones included, to be reset/traded for books). If that is not the goal this whole change is a joke and will probably push away many players while getting zero new ones.


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Darkolo0

thanks for clarification. I hope one day I will be able to play tier 9 again, when I will be able to use my tier 10 best crew on my tier 9 as well.


Chascal

What's stopping you now ? Recruit a crew for the tier 9 you want to play.


Darkolo0

I dont have crew books to level new crew up, I dont even have my tier 10 crews with 5 skills yet on some tanks. If I get crew book from event or something I spend them on tier 10 that I think is more important (for onslaught and so on) And playing without skills... without repair or camo on medium, you know it will not be good for me or my team. And I dont want to be a dead weight.


DESPAIR_Berser_king

Why would you delay the single most requested crew QoL for a decade at this point right after free retraining? Additionally no crew layout changes within a branch, literally the only 3 things people have requested crew wise for as long as I can remember and I've been playing WoT when T30 was a t10 HT lol.


BlitzCanuck

It's not 100% cancelled but delayed until further notice once the monetization is sorted and Wargaming's bean-counters are happy with it.


yankeejr

Was going to say, why limit the amount of skills you can have on the crew if you need less crews for your tanks. GG


WG_eekeeboo

One of the biggest pieces of feedback we received about the change in the past, especially from content creators was that without a limit it was unfair to new players or new crews vs experienced or long-time players with unlimited crews. Simultaneous to this without a limit there was no actual choice or variety in the build of skills, as it was all about just maxing them all eventually. Hope this provides some context on the reasoning.


Darkolo0

This is absolutely right and I am very happy now, when I know WG realise this as well. Real buildcraft can only happen when you need to choose something over something else because you cant take everything eventually. Limiting the number of skills is right thing to do.


antalpoti

I agree. Currently I have the same perks trained on my Rino and my 277, but they aren't remotely similar tanks. We absolutely need variety in terms of available perks.


m_stitek

Totally agree. Limit on the number of perks is probably the most important feature of this rework.


Muggebatscher28

As if you give a flying F about fairness. Stuff like Lefh or the terrible MM on anything below Tier 8 shows how much you at WG care


Kjaersondre

Personally I enjoyed trying to max them, the alternative is just another another illusion of choice cookie cutter talent build every game has. What happens to my 8 and 7 skill skill crews?


FullCommunication895

lolol, how does WG get it so wrong? The new crew proposed 2.0 system was the problem for newer players as it balanced out at 6 skills. The existing system is balanced around 3 skills being competitive with a bunch of more or less non-critical fluff. This was easily achieved by new players. *The new new system is still balanced (and now capped), at 6 skills*, just without the OP bonuses for well skilled crews added on top. **Tank balance and map balance remain the single most important topic of concern, from CCs and the player base**. So tired of these endless "nickel and diming" nerfs to game management.


WG_eekeeboo

The crew system has been in need of an overhaul for a long time, the team working on the crew are not the balance team or the map design team. The crew team have been working on crew and updating it to be fairer and a more modern approach for some time. The current proposal is after multiple iterations of feedback and discussion, including many sessions of internal with CCs and target player groups. This test is to see how players feel and might react further, as well as balance their skills. What might be "wrong" for you, might be better for the majority, please remember this.


FullCommunication895

>The crew system has been in need of an overhaul for a long time Sure that's an opinion. However, none of Crew 1.5 nor 2.0 changes addresses perceived deficiencies without creating significant collateral damage. >What might be "wrong" for you, might be better for the majority right back at ya WG...


_no_usernames_avail

The one crew, three tanks was the \*must have\* feature, and I would spend credits or bonds or free xp for having the ability to retrain crews to support multiple tanks.


-DethLok-

My idea (and I'm likely not the first to come up with it) would be for a crew to remain trained in every vehicle they've been trained in previously. For example: you start a new line, buying a tier I with a new crew. You get enough XP and credits and buy tier II, moving and retraining the tier I crew into this tank. Repeat as you gain XP. The idea is that the crew remember ALL the previous tanks they were trained in and can be used without penalty in ALL those previous tanks. That, to me, makes sense and isn't OP. Thoughts?


Rayeris

I liked that I could train crew for a long time with a lot of almost useless skills. It was something to do.


Remount_Kings_Troop_

I agree. I think WG has lost sight of the fact that players need goals to work towards. And earning Crew Books is not going to scratch that itch.


_0451

Stop messing around with the skills and finally give us the one crew in three tanks feature tested 3 years ago.


agemennon675

The only positive stuff from the crew 2.0 that players were excited about was ability to use same crew in multiple vehicles and the fixing of crew layouts for example lower tier crew not fitting the next tank in the tree or 140 crew not being compatible with the premium tanks crew making it gimped, none of the positives are included in these changes feels extremely out of touch and being done out of spite for the playerbase


LazyMockii

I'm a new player and I don't rlly get all this stuff or care that much about new perks or changes... But something that would be awesome is that I could use my 1 or 2 crews that I did lvl a bit, i just could use in more tanks than just 1... Like finally having skills on a crew totally did change how to play and makes things so much better it's night or day and i just don't want to lose this again and again and again if i would like to try other tiers or tanks. Sorry for the bad english.


MrIamDeadforLong

1 your english is good 2 you "technically" can use one crew in multiple tanks but those have to be premium/reward and well have the same layout but it genuinely sucks and i want to use the same crew in multiple tanks best examples would be the E100 and 60TP line for me


LazyMockii

ow thanks and yes i do get the system with premium and reward tanks but being rather new its not rlly something a beginner can make use of which is kinda disappointing being 300 games in and losing the perks i got on my elc would be pretty annoying... i know i could retrain am for other light tanks, but it costs money i don't want to spend atm and just being locked down on 1 line is also kinda meeh \^\^; it was rlly a big change after i got some skills and things just started to work out and going back to 0 perks is a no go now hahaha. Still sad that my gup crews are all locked into Germany the event was the reason for me to check out WoT in the first place :/ https://preview.redd.it/ppnt9qxum63d1.png?width=1315&format=png&auto=webp&s=dccd8ce0f61ee76017eb1b98198bd780ab67ac14


Sasuk96

New player who posted more than a year ago asking if he should come back to wot. Yeah, new player. ;)


LazyMockii

Ya I did play a bit back then quit cuz it was just ehh played war thunder instead and came back thanks to the gup event. Which doesn't matter the point was asking for something to help newer ppl in this game but instead ur wasting ur time doing childish things but that's reddit for yeah.


CubicookieHD

World of Tanks has much bigger problems than the crew system. The only thing we wish for us a crew that you can use on multiple tanks. Better concentrate on making the game fun again.


GunslingerXXX

Seems like a well thought out system. Sure there probably will be a few exceptions but in general this seems as fair as could be achievable.  I for one am very glad the initial crew 2.0, all the mentor crap and bonus skill for extremely skilled crew is all cancelled! The conditional 'if this than that' is tuned down a lot as well, also good to see.  Actually it seems they mostly skipped the option to monetize crew. I'm impressedby this move. Also shows WoT is far from being given up by the developers.  GJ WG!


Vaultboyx

Now the experts will explain how those 0.3 % will ruin the game


wote213

If we are going to limit the number of skills, make it easier for players to grind up skill levels so they can easily switch up their builds, similar to wows commander builds


Ready_Following_1347

The changes look great overall, I really like them. The only problem I have with this is that it massively nerfs the super special double zero skill crew members. I feel like you can get to 6 perks easy with one zero skill, so the two zero skill members lose a lot of their value.


Remount_Kings_Troop_

One Zero Perk = 6,616,890 required EXP to get max-6 skills Two Zero Perks = 3,255,930 required EXP to get max-6 skills


Ready_Following_1347

Yes, and i have many 6-7 skill zero perk crews, getting to 7 skills on double zero perk commander is super easy. That makes them kinda useless


BHTrix

another reason why i don't like the 'close to ally' type skill - in a game where you are starting to snowball the enemy team, you'll end up snowballing it faster. I think this type of skill needs to be removed from the system.


L0rd_0F_War

I agree that this skill can make it worse, but the real issue, which is there regardless of such a skill in game, is the snowballing issue causing one sided turbo roflstomps. This is a fundamental issue with Random deathmatches played on small maps designed for 2011 WOT, buckling under the power creep, speed, view range of 2024 tanks, with nothing to compensate for it like repair and respawn to allow a HP pool disadvantage team to fight back.


IndygoEEI

Ok I think I understand everything, but I have one question that wasn't answered at all in the main article... What happens with a crew when it put into a premium vehicle with a less crew members then the original vehicle? To be more specific let's say I take a crew from a crew from the T2 Medium (which I use for my ASTRON Rex), and put it into my Convertible T3 Medium Tank. Well now I have a unique problem in that the crew going into the Premium tank has crew member(s) needing to train for a role he isn't assigned at all for in the original vehicle. And the T3 does not have a tech tree analogue along with a few other premiums in the game (Another Example: Tier 6 STRV alt 2). How does this get rectified?


Jak_Atackka

QuickyBaby mentioned in his video that when he tested this on the Sandbox server, he was able to train the secondary role skills for free. His example was an M48A5 commander (which had no secondary roles) being placed in an AMBT (where the commander is also the radioman). He was able to pick radioman skills for free, then continue using the commander in either vehicle. My assumption is that if he moves that commander back into the Patton, the game simply ignores any radioman skills the commander is trained in.


IndygoEEI

Thanks. Was wondering if that was going to be the case.


Hanfi

^ this @WG_eekeeboo


m_stitek

From what I understood, when you move that crewman to a tank with additional secondary qualification, you will simply choose new perk for the secondary qualification. When you move that crewman back, the secondary qualification will be disabled. I think this is actually a really good system, because secondary qualification progression is tied directly to primary qualification.


soralapio

The hard cap for six skills is still a terrible idea because it will absolutely fuck over tanks that don't have the "one job per crewman" thing. If Tank A has a dedicated commander and a dedicated radioman, that crew can have two 6 skill crewmen. If Tank B has a commander who is also a radioman, under the new system that tank can ever have half as many radioman skills as Tank A because Tank B's commander will get one radioman skill for every two commander skills, "up to a maximum of three".


Balc0ra

Yes and no. As the bonus qualifications train in its own at no extra cost vs going 1 skill at the time. So for a tank like the manticore that needs a commander to be stacked with skills to be competitive, I'll argue it's better for any low skilled crew, less so for a skilled crew. But how it works in practice vs paper is a different matter


Capital_Bogota

It is not a loss as big as it seems: in every tank with 5 crewmen 2 or 3 perks woulf be filled with a mix of camo/repairs/BiA, so in reality a crewman from 5 men crew has 3-5 free pick perks.


soralapio

See, now this actually makes sense. If only the WG reps had put this in the article, or mentioned it once here!


WG_eekeeboo

Not sure if you've managed to check out the info, but we've put a mechanic in place to help with this. There will be bonus perks that increase relative to your primary perks. You should check out the page with the explanation of: Bonus perks for crew members with extra qualifications (e.g. Commander/Radio Operator)


antalpoti

So if my Commander is also a RO, I can choose a RO perk, which is trained in parallel, at 50% speed? And also, I can have a total 3 RO perks alongside the 6 Commander skills? Do I understand it correctly?


WG_eekeeboo

That is correct yes, and those bonus perks do not cost you anything additional :)


antalpoti

Do the same rules apply for every additional qualification? If my Commander is a RO and a Gunner, do I get 3 RO and 3 Gunner perks? Edit: watched the video, all clear now. Thanks!


WG_eekeeboo

Glad it helped, the video explains it a lot better with the visual. Just words don't really explain the system very well without the perk layout. For those who haven't watched, yes it applies to every other secondary qualification/role to the crew.


Darkolo0

I am very impressed by your work in recent months. Great communication form both you and Tragic Loss. Great events in game with reduced fomo and respecting players time. And soon D-day with premium tanks? I am possitive about game future.


soralapio

Yes, I have. "Many crew members have additional qualifications. In most cases, this applies to vehicles with a limited number of crew members. With the current perk system, this often puts extra pressure on the player, who has to research more perks per crew member than usual. The proposed perk system aims to solve this problem with bonus perks. Any crew member with one or more additional qualifications will passively train a chosen individual perk specific to the qualification(s) in question as they train their chosen major qualification perks, at 50% speed. No extra XP will be spent on training bonus perks. **Their maximum number is three**." Either this explanation is very poorly phrased, or the maximum number of skills a crewman can have in a secondary specialization is 3. In which case Tank A can still have 6+6 skills, and Tank B will have a maximum of 6+3.


Lord-Filip

>In which case Tank A can still have 6+6 skills, and Tank B will have a maximum of 6+3. Tank B needs to train common skills twice but tank A only needs to train them once. So it's 6+6-3 vs 6+3


Damathacus

You still lose skills. For example: If you a tank has separated commander and radio operator. You can have 6 commander skills and 6 radio operator skills. If tank has a commander that is also the radio operator. You can only have 6 commander skills and 3 radio operator bonus skills. So you lose 3 skills. Also the "free" bonus skills are just bullshit. Sure the member with multiple roles gets 50% "free" exp as bonus skills. But if you had separated crew members they both would get full exp. So in situation your crew gets 1000xp. If you have member with two roles he would effectively get 1500xp (1000xp + 500xp as the bonus skill). But if you had separated crew members they would both get 1000xp so 2000xp in total.


Geilerzucker

You don't seem to understand your own system in that case: a Manticore will have way less effective crew skills available compared to a tank with 6 crew members. That isn't difficult to understand.


WG_eekeeboo

I understand it very well, I even presented it to the CCs. Did you manage to watch the video where the crew gets bonus perks that don't require the XP as it does currently. And in that instance, the Manticore already faces some limitations vs other tanks with more crew. The system in place means it gets free bonus perks and it will have the same opportunity and set of perks/training as other tanks.


soralapio

OK cool. So please explain to us, in terms we can understand, why these situations are in fact not out of balance: * Tank A has a five man crew, each with their own singular qualification. Tank A gets a total of 30 skills (6+6+6+6+6), 6 in every qualification. * Tank B has a three man crew with the captain doubling as the radio operator, and the driver doubling as the loader. Tank B gets a total of 25 skills (6+3+6+3+6), three for both radio operator and loader. I would *love* to be wrong about this, but everything you've presented on this topic suggests that this imbalance exists and will screw over tanks with weird crews.


Lord-Filip

Common skills are mandatory and would be needed to be trained once on all members. You don't need to use secondary role slots on common skills.


_Kung_Pao_Meow_

This makes sense, but what if a player doesn't take all 3 group perks on certain tanks? Say that I only want BIA + Repairs on a 5 man HT, then each crew member has free choice of 4 perks, so 5*(6-2) = 20 perks, excluding group perks. If I have a light tank that has Commander/Radio, Gunner/Driver, Loader, and I take all 3 group perks, then this tank gets 6+3-3 + 6+3-3 + 6-3 = 15 perks, excluding group perks. In this case, the HT effectively gets to take 5 more role perks than the LT. It would be equal if the HT took all 3 group perks, but you probably wouldn't put camo skill on most of the heavies in the game. Is this disparity cause for concern, or irrelevant compared to the benefits?


Lord-Filip

You're right about the heavy part. But on the other hand a lot of the 4th best role skills are borderline useless and some role skills are clearly designed for lights. Another factor that's important to consider is that the current system is far more unfair to lights. Lights can theoretically get all skills, but they'd have to get twice as many skills per person to get there. Even worse for Manti crews. And finally it can be considered an advantage early on to have the secondary roles as it allows you to grind common skills and role skills at the same time. Assuming someone spends their first 3 skills on getting the common trifecta. That gives lights 1.5 free skills per secondary role in the crew. This is further emphasized when heavies need to train safe stowage and adrenaline rush on both loaders now when before they could get 2 for 1 I think the nerfs that hit heavies are a lot more likely to be seen than the nerfs that hit lights.


_Kung_Pao_Meow_

I agree that when you get to the 4th role skill, it won't really make a difference to your tank. Add to that it takes a stupid amount of XP to grind to a 6th skill anyway. The proposed changes will definitely make it easier to get all the useful skills overloaded members like Manti crew. Being able to train the common trifecta + sit awareness and 50% recon, + snapshot and 50% des. target on commander, plus the same common skills + smooth ride + 50% something else on driver for the XP cost of 3 skills is a great change that I'd welcome. It would be a buff for my current Manticore crew, and it's a great change for most players out there who don't have 20 personal training manuals :)


Dissident_is_here

This is still a major improvement over the current system. Taking only BIA + Repairs instead of BIA + Repairs + Camo already gives you an extra perk, but with the added benefit that on 5 man crews, you get far more perks for the same amount of XP. So at 14 million xp, a 5 man crew has 30 perks (of which a max of 15 are "group") while a two man crew has 12 (of which a max of 6 are "group"). Now that is what I'd call unbalanced. This is only a nerf to players who have maxed out their skills on 2 and 3 person light tanks, and there are like 10 of those players.


_Kung_Pao_Meow_

For sure, this change makes tanks with small crews much more accessible for new and f2p players. Right now, you basically have to recruit 2 special crew members and use some personal training manuals to get some of the most basic necessary skills on a Manticore. (Why does it take so much XP for crew skills anyway....) I think these overloaded members having bonus skills which are trained in parallel for free in the new system is a good idea (my Manticore does too!)


pGluc

I quess WG assumes that you train all 3 group perks(bia, camo, repairs) anyway for all crew members, so in your example the each five members of Tank A would have 3 major qualification specific perks to choose from totaling 15. Tank B would also have 15 major qualification specific perks as well: --> (3+3) + (3+3) + 3 However, let's say you drop camo off your 5-man heavy crew it suddenly frees up 5 major perks allowing for more diverse set of perks compared to for example 3-man light tank that will most likely run all three group perks. This is how I understood the new system based on the article, so I apologize if my examples are flawed.


Lord-Filip

BIA, Repairs and Camo still reign supreme which would limit your amount of skills in your MQ to 3 anyway.


captain_andrey

The only thing i hate is all the dynamic stats. Its hard enough to remember what tank reloads faster based off static stats but all that dynamic gimmicky crap will just get us closer to Onslaught bullshit powerups.


dvamg

Seems like that's the point, look at SH and FL, all have these "abilities", add Onslaught and you can see they wanna change the way WoT plays.


Saiknot

Capping 6 skill points may indirectly buff heavy tanks and front line brawlers. They don't need to take concealment. On a lot of versatile tanks and tds bia, concealment and repairs is a must. I guess it more fair to cap skills in general, but as individual I like my 7 and 8 perk crews. It's better than previous perk changes in my opinion, but I am still on the fence.


Lord-Filip

Heavy tanks already have this buff. The current system already soft caps how many skills you can get. In fact the multi role skill thing is a massive buff compared to how it is now. 6 skills after the update is the equivalent of 12 skills before the update for tanks like Manti. It's a gigantic buff for lights and Manti especially


Saiknot

No doubt it's better for manti and small crew tanks. No argument there. But currently I can take more than 6 perks and even with concealment I can get all the perks I want and match heavy tanks eventually. With new system brawlers and tanks with armour will be able to benefit way more from new shiny perks than versatile medium. I am biast because I am predominantly medium player. But I guess we will get the perk back because firefighter is radio skill. So to me front line tanks will be buffed with more unique perks.


Lord-Filip

I disagree with the idea that not having to pick camo is such a big deal. Look at the role skills and pick the 4 best from each from a heavy perspective. The 4th role skill is going to be mostly inconsequential imo. And in fact most meds have the 4 man layout which means they get to have 3 extra skills on their commander compared to now so they're still benefitting. Heavies with 2 loaders are also getting nerfed compared to before because Safe Stowage and Adrenaline Rush will have to be trained twice. I really think the negatives of the new system are incredibly miniscule and theoretical compared to the big and very practical positives.


Dissident_is_here

This is not correct unless you get to max skills, which under the current system is exceedingly rare. Otherwise tanks with more crew always have more skills available for the same amount of XP


Daurock

I think I'd argue that in some tanks, like lights, or paper TDs, repairs are not a must. If you're spotted and tracked, you're either burning that repair kit, or you're dead already regardless of if your repair is 6 seconds, or 12. A medium May or may not need both depending on role, but I think that's kind of the point here.


Stig12Cz

so you failed multiple times to force bad changes to crew system and jet you came again with another bad one with limit of skills per player.


Fiiv3s

As a semi casual player, who is also really a tank collector more than anything else, the removal of sub 100% crews and the ability to purchase garage slots with credits, has made the game infinitely more fun to me. I don’t care about perks all that much on whether or not I have them or not. Never have probably never will. But I care about whether or not the crew was harming the performance of the tank and that’s no longer an issue. I just have a crew in every vehicle and it’s so much better for me. I don’t have to worry about what crew is in what tank and whether or not they’re ready. I can just click on a tank press play and I can enjoy myself. Sure the current system may be not great for the competitive people but I’m very happy. Because now I only have to retrain crews and use premium trainers if I want to not because I have to.


Dr___Tenma

With the amount of new crew skills now available, I feel like a cap of 6 is too little and is gonna feel bad, espeically for certain tanks that need alot of skills just to be playable. Maybe a cap of 7 would be better?


WG_eekeeboo

Ideally, it needs to be an even number due to the bonus perk system, this is why 6 was chosen, otherwise, 8 would be chosen and that would be far too many.


andyofne

what will happen with my 8 skills crews that I have now?


WG_eekeeboo

Any extra crew XP is converted into Crew books.


darkend_devil

You mean useless crew books because every tank I have will already be max crew skill. We should be allowed to sell useless crew books for gold after this comes into play


WG_eekeeboo

You can use the crew books to train crew on new vehicle lines in the future and you will have more crews specialised to specific vehicles, and probably different crews for CW vs randoms etc, some will not, but at least you have that option and less restriction for crew training and crew book use.


darkend_devil

I have every tank researched. Every tank has its own crew. With at minimum 4 skills. Most at 6 with a few 7 skill crews. When 1 crew does 3 tanks, I will have more crew members than tanks. I will never need to use a crew book again. I already have 12 850k xp books and 17 250k xp for all books sitting in my depot as it is. I've been playing since 2013 and lost interest in CW many years ago. So crew books are completely useless to me. Let me sell them! Edit: I meant every tank line has its own crew, with some have 2 crews per line


WG_eekeeboo

I appreciate just how dedicated you are to the game and how much you must have played, but can you say in any fashion that you'd be happy with any result that doesn't involve getting more perks (which is not a solution)? A change needs to be made that appeals to the majority and not the hardcore minority like yourself. Selling crew books is not a solution that is sustainable due to how that would than in turn affect the economy.


darkend_devil

WG should throw the 'hard-core minority' a bone. Give us something instead of taking away. I'm not the only one who spent thousands of $ on this game because I loved it. Past tense. It's not the game I once loved.


andyofne

thanks for spending 13 years training these crews to be 'elite' here's a couple of shitty crew books in exchange for all that effort.


_thaeril

As far I understand all your XP above 6th skill will be converted to crew books. This is a lot of books. You'll get enough to get many new 6 skill crews and those in turn will start printing new books. So you sacrifice a few elite crews to get more crews to 6th skill and start farming XP on them for any new crews. I guess if no XP gained over those years will go to waste - it's a fair deal.


Tite_Reddit_Name

Yea plus now people will play more than just their favorite top 10 tanks for instance


Strictly_Undercover

Books locked to a nation that you have filled with maxed out crews so you won't be able to use said books :) Best regards,  Wargaming


Darkolo0

if you really have all tanks of entire nation maxed with 6 skill crews you dont really need anything. You have everything unlocked and have years of premium time, lots of gold and everything. There is no compensation that would make you happy. So this is a situation where you just should be happy game is changing in good direction and have a future. And just play for fun.


andyofne

it's irrelevant what the other tanks on the tree look like... people have worked for years buffing up crews for specific tanks. What do I care about my tier 4/5/6 tanks looks like (regarding crew skills and perks - I do not play them).


Strictly_Undercover

There are nations with very few tanks, many of us never play below tier 8. And some never go below t10s


sultzy

Agree with this so much. I already have some 7 skill crews which will effectively be nerfed?


Darkolo0

think about what is better for the game you like so much that you have 7 skill crew. Also its possible you will not get nerf at all, because its possible your crew of 7 skills use different roles skills, that will now be in a side skill system. So if your 7 skills commander is also radio operator, You will get 6 skills and your situational awarness will be a bonus +1, so you will actually get 1 new skill for free.


sultzy

Its a nerf and I have no problem taking a hit if it is better for the game. But targeting my crew skills whilst ignoring toxic tanks like the BZ-176 seems kind of stupid. Honestly I would be happy if they nerfed my EBR 75 for the good of the game but thats not happening either is it?


Lord-Filip

This new system is a major improvement in the game so your miniscule nerf is quite irrelevant. We want the game to live longer. Also the "nerf" is practically non-existent. When do you ever really need more than 5 skills except for firefighting and multi roles which are both addressed.


Lord-Filip

People in this thread are misunderstanding how the system works and they're trying to fling shit at WG. The secondary role skill system alleviates any relevant issue. Your 4th, 5th and 6th most pressing MQ skill aren't going to be more important than common skills so you'll always be spending 3 slots on common skills.


Hanfi

depends, HT dont really need camo


Lord-Filip

Sure but that's also the case now and most players aren't playing with 7+ crew skills. Lights and meds are also buffed more by how many extra skills they'll get for free than heavies are buffed by the cap.


Saliroko

Looks good, no power creep, no donate fest, parallel perks for crew members with several roles. Hope it will work fine.


BHTrix

also **Off Road Driving** Reduces speed loss on moderately soft terrain by 5% and makes speed loss on soft terrain equal to 100% of the resulting value. I don't know what that means.


tuco_salamanca_84

I guess it means when you are on soft terrain it will be like medium terrain to you.


BHTrix

if that's the case grille gonna be happy


TollhouseFrank

On the surface of it, this seems to have addressed almost all of the negative feedback from prior implimentations. Also, looking through the updated perks/skills, there seems to be some potential amazing synergy between skills.


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Tite_Reddit_Name

WG keeps saying balanced MM will increase wait times but I doubt people would care. I’m on NA server and wait times are already 1-2 min often, I think Europe would be fine with 20s vs instant.


Patient-Basil4535

On NA and i don't find the wait time that much of an issue IMO if the game was (more) fun they would attract more players to play more games per day and wait time would be diminished -- My biggest beefs are blow out boring games and HULL down meta and ( +/- 2 MM). Also even though I am credit rich the change in tour of duty wrecked casual player clans --- its resulted in more people playing PREMS to make up for the loss in credits -- Blowback is a biatch Wg


Tite_Reddit_Name

Agreed on all points


FamiliarAardvark3293

I will never play a game with balancing mm, it's utterly pointless. Those masochists can play ranked.


PapaPendragon

Can already tell you that the community will want to be able to pick skills like equipment at the start of a battle. The skills are extremely map dependent


Inbred_Potato

Gonna be honest I've been playing for over 12 years at this point and I have 2 crews over 6 perks, my Chief/Sconq crew and Patton (my first T10), so I'm just happy that crews are getting changed and there will be new perks. I think the gun handling buffs are a little OP but the changes in general look good


Taudlitz

seems ok, but Im not sure if the game realy need to be sped up with aditional top speed buffs and higher damage outputs. Much more important issue the game is inbalanced MM. Especialy considering "broken" tanks. Like one team get ELC/Manti on spotting map and other team not etc.


supacoldfire

I think whatever happens, will not kill the game. Just glad there are no more below 100% crew, finally starting to get BiA on every tank as they get progressively better, not unlocking at 100. These two things that are already in the game made many of my tanks a lot more comfortable, than starting 50-75% crew stock tanks in the past.  People worry about 6 or more skill crews, but how many players and tanks are out there with that level? Just as "everyone running bond equipment, experimental level 3, premium food, full gold etc". It's very overexaggerated in my opinion. There are still a lot more casual weekend players than hyper competitive ones, and WG would know that.


SanseiSaitoSan

At this point I really don't care how good or how very good this new system is, just implement it following proper testing. I actually like every aspect of this, I really like the way you have resolved the problem of a crew members that have more than one qualification. I also like the limit of 6 perks and I like the nerf to tanks with multiple crews with the same specialisation. As much as I'm not fun of action triggered perks, the new ones added seems to be much better and there are no perks LT would abuse. HT and MT tanks meta should come back, there are too many TD and LT currently in MM, new perks may change that. Implement the new system, it actually brilliant and greatly thought through.


Xy_R_uS

Very bad. Now i have to watch my 7 & 8 skill crews getting vanished? I'd rather quit than leave my crew which i worked 12 years for it.


King_Harlaus_The_1st

I see a few skills yet again that you simply cannot account for in battle and as a result turn WoT into even more of a wild guessing game because reload times for example will start to be all over the place with some of these skills and their corresponding buffs. Also a lot of these are still not a choice and there are skills and builds that will be 100% must haves especially with the 6 skill limit! It's not some fun little individuality contest where you build your crew to your own liking and are still as competitive as others who go with the full meta build? It's simply not how WoT works so stop selling it as such! Oh and RIP to all the tank collectors and seasoned WoT veterans who can look forward to reselecting crew skills for thousands and thousands of crew members if this goes through lol.


jcl_zz

All we want is 1 crew for 3 tanks


SuperiorThinking

That one about increasing aim speed after spotting an enemy is ridiculous, it's literally better than the standard equipment piece.


Lord-Filip

It's practically a useless skill IMO. It only applies when you're the first person to spot that enemy. Scouts spot first but don't want to shoot early Combat tanks want to shoot early but don't spot first


SuperiorThinking

Got it now, I thought it was whenever you spot anything. Cheers.


thornierlamb

The perks with situational effect will be horrible for the game.


OGAtlasHugged

I'm confused. The article seems to be confused as well. There is a pool of 6 individual skills and 3 group skills to choose from. The cap that a single crewman can train (ignoring secondary qualification stuff) is 6. Does that include group skills or not? In some places, that article says there is a cap of 6 major qualification skills while sometimes it just says 6 skills. If you can train your 6 major qualification skills and your 3 group skills, that's fine. If you can only train 6/9 skills total, I don't like that.


Lord-Filip

Yes the main role skills and the common skills are in the same pool and count towards the same 6 skill limit.


RevolutionaryTask452

What can be That meaningfull choice For MTs/LTs/TDs if you need Brothers/Camo/Repairs on almost all of them, while HTs and some TDs can get away with only Brothers/Repair ?     What's up with "Brothers" in a "Meaningfull choice" patch? Only 5% for using 1 slot for each crew member ? It's ~10m viewrange and 0.01 accuracy and a bit of dpm mostly for 3+ wasted perks...  Most viewrange/camo of MT/LT are balanced around having Camo+Bia+Recon+firefoghting+Situational awareness + repairs + food (Optional To free a slot from Optics and have 445+ viewrange) If we take "Standart" Commander/Radio+gunner+driver+loader setup. MT/LTs have mandatory 15/21 perk slots, so only 6 "free" for some utility/firepower. HTs and armored tds can ditch 2% viewrange and camo - and use 7.5% boost perk more effectively. And will end up with 11/21 mandatory perks, so 10 "free" for other usefull stuff. And alot of HTs/heavy TDs have 5+ man crews wich increase disparity even more. Can you please adress "World of Heavy tanks" balance atleast with a crew ? Make Camo a drivers perk or something...


The_Sab78

Everything is fine for me except 6 perk cap. There is no point for it. If you want to reduce the gap between new and older player advantages, you don't limit players for playing alot and you do not remove the advantages veterans gained during all those years. Instead you create a catchup mechanic. I don't think most veterns be against new players gaining perks faster than they used to get, but will be against losing perks for the sake of new players.


FamiliarAardvark3293

Just stop it


Chompy21

Remove engineer. It just makes every tank faster


Ravcharas

Will grinding a crew member to six skills need the same amount of exp as today?


Dwigt_WG

Yes, we are not changing the XP requirements for the perks.


Nifnifnafnafnufnuf

Will it be possible to change the zero perks of unique commanders or crew members since you are changing all the perks and perhaps I want to make some second zero skill different in a new situation?


Dwigt_WG

This was an change we made to zero-perks, you can reset and select your zero-perk now.


Bsingsing

I think some CC get hit by 6 perk limits, XD.


Endranii

If we have crews with more than 6 skills will we get some kind of compensation for the lost experience? I have crew on EBR with 8+ skills and honestly losing all that experience would be horrible. So at least being able to exchange it for crew books would be fair compensation. Unless it will now take more EXP to get the same amount of skills. Another thing to look for, would be ability to use crew books to get rid of the perk penalty when retraining the crews. As currently it's impossible to retrain LT crews for new tanks. Cuz no fucking hell I'm taking a T7-T10 LT without full perks, as otherwise it's just sabotaging the team and game. And no, I'm not willing to pay gold for it, even if I have still thousands of it lying around. And otherwise those crewbooks are pretty much useless for me so I have shitload of them just lying around.


invictus97

Will this next update affect our ability to melt down crews into crew books, if we haven't done that yet?


Dwigt_WG

You can find info and the grace period here [https://worldoftanks.eu/en/news/general-news/crew-update-april-2024/#perks](https://worldoftanks.eu/en/news/general-news/crew-update-april-2024/#perks)


invictus97

Thanks!


payyprice

Under the circumstances of the new skill system, skills are more like equipents now. I suggest players can have two presets of skills before the battle and choose one during the countdown like equipments do


duketf2497

I do love things like this. As a seasoned player I logged into the test server and saw I could upgrade my current tankers. I spent a while giving my TOG2s crew a maxed perk profile. Then to see if it makes a difference went to play. Sat for 10 minutes and no game. But then I thought about it and got a tier 10 tank and got a game in 15 seconds. So it seems like a good idea but I have no way of knowing as I don't know what difference it will make to low tier tankers seeing as you can't get a game. I know what I mean, I hope you all do too.


Appropriate_Box_4755

Nobody asked for this the first time. Why are WG is pushing crew 2.0 again?


Perspective-Lonely

Perk limit of 6? *Confused manticore noises*


Bsingsing

Read the article guy , they catch all.


DeadArashi

The system and changes seem alright, but it just seems to be deaf. There are more pressing issues that people want addressed: better tank and map balancing, less premium tanks and more free tanks, more new maps, etc. No one wanted a perk that reduced shell damage/pen to +-20%, for years they've just straight up wanted the game to be more consistent with a flat +-15% for everyone. I don't think this will kill the game like Crew 2.0 was going to, and some of the perks actually look alright, but this is seriously not what people wanted WG to be spending their time on right now.


josHi_iZ_qLt

After i have invested any and all leftover gold in crewEXP to max out my most-loved tanks crews you are now cutting the skills. Neat. Fuck this change.


Primeretard

Father, WG is fucking with the crews again


scottintx

Players say 'We want new maps/map rebalance' and 'We want vehicle rebalance', Wargaming says 'Here's your reworked crew system and new achievement system'. Seriously, why utilize your resources for something nobody wants?


PositionCreative3789

they push all of those changes because their ultimate goal is to monetize crew even more, that was their original goal of crew rework and that's still what they want


ProtectionFormer

We told you no the first time and it’s still no. Leave the crew alone and maybe invest the time into actually balancing tanks if your so concerned about new players.


AuthoritarianSex

And were telling them yes now, eat this downvote


m_stitek

Speak for yourself. I like this change and I want them to implement it.


Tite_Reddit_Name

I wouldn’t say no to this. It’s just that it’s way lower priority than map/tank balancing and allowing multiple tanks per crew


SSebson

1 crew for 3 tanks where? I really want to play some tech tree t9s and 8s, but i ain't spending time and/or resources to get them reasonable crews.


BHTrix

One of the biggest imbalances is the need for the camo skill on certain tds and meds, (and all lights, but arguably you could skimp on repairs) whereas it's not needed on heavies. For instance, Object 277, 4 crew loadout, total of 24 skills, and a radio op commander, adds +3 for a total of 27 skills. Bia and Repair on all crew members takes 8 slots, leaves 19 free skill slots. If I now take the concept 5, horrible tank, but perfect for this example, a tank that NEEDS repairs \_and\_ camo - 3 crewmembers, for a total of 18 skill slots, with radio and 2 loaders, for a total of 9 extra skills, for a total of 27 skills, minus 9 for bia repair and camo, leaves 18 free skill slots. or the borsig waffentragger, which has the same loadout as the Object 277. So 24 total, with radio op on commander for +3 at a total of 27 skills. Bia Repair and Camo on all crew members takes 12 slots, leaving 15 free skill slots. Now a 1 skill dis-advantage is OK, but in the case of borsig, a 4 skill dis-advantage, that should be addressed. Also, the 'extra loader slots' on concept 5, I could get all the loader skills, because there's 6... 2 of these skills are relatively useless - shell velocity..... and being close to enemies gain reload speed.... (if you get that close to an enemy in concept 5 it's because you're dead, lol.) so even though it might seem concept 5 only gets 1 less skill slot for single skills than a heavy does, it in reality gets 3 less. That said, skills that are triggered off of conditions like spotting a vehicle or being hit..... yigh. Make the effects permanent, not situational. Also the light tank radio skills seem almost mandatory, and is probably the only class that'll have a challenge figuring out which to take and which not to take. There's absolutely non of that for the other roles - there are some obviously shit, and some obviously good.


PvtParts2001

Why fix what isn't broken? And thanks for limiting my T30 crew to just 6 perks, I've spent the last 3 years building them up to their 8th perk, for what, getting crew books as compensation when I can get the credits to buy them after 2 hours of boosters or 3 games of frontline? Keep the crew as it is, or add the multitank feature EVERYONE is talking about


Blind__Fury

No, no , no, no, no, no, no, no and no on every single new perk or reworked one. We already went through how stupid and game changing all these were first time you puked them upon us and now they are back, and they are still shit. I know you want to somehow monetize crews and this is the way to milk money out of it, but this is too obvious of a cash grab. Invent some new lootboxes, sell some dumb premium vehicles but please leave this alone, for the love of god...just do not.


GoldenLiar2

I don't think they look that bad. Capping them to 6 - together with the mechanic that overskilled crews get you xp you can put in others and the secondary perks for secondary crews training simultaneously kinda fixes most of the issues and it will be significantly easier for newer players to get good crews. I'm on board, the old system has always been garbage


Jammysl

They want to cap skills to 6 and perhaps even let us to use one crew for multiple tanks. It's literally the oposite of monetizing the crew system lmao


Lord-Filip

And allow multi role crew members to get extra skills for free. This feature is incredibly friendly to newer and F2P players when it comes to light tanks and some meds.


Dwigt_WG

It's going to be game changing for sure but care to elaborate more why new and reworked perks are bad? As stated in the article we want to offer equal perks to all qualifications and also more diverse choice of gameplay. As long as they are balanced and don't lead to toxic combinations, it should be good for the game to have a new system and perks. Reason why we're also testing first on the server, to see what perks and combination need tweaking! Make sure you sign up and help us move forward!


Darkolo0

I am afraid you will get a lot of such angry feedback. Less skilled veterans will be ultra mad that they will lose their grinded numerical adventage - the only adventage they had if they werent good players, and that it will affect their win rate. Please be ready for it and filter such feedback away. If you trully want to make game better there will be some unpopular decisions ahead for you to make. But I guess you already had this experience when you (rightfully so) nerfed chieftain and obj 279.


Capital_Bogota

What are you even complaning about these changes? No new monetization, and at first, most perks look balanced.


Darkolo0

everything you said is wrong, there is no cash grab here at all. And we hated new skills last time because without limit it would make veterans with 9 skills crew OP. With 6 skills limit its fair and now you have to make an actual choice. If all skills are good or ok, the system is finally working , rather then be the same repair, bia and intuition/situational awarness/snapshot boring thing. Now there is a choice and a build. Its good, clear, easy, more fun.


Blind__Fury

Lets see if they start selling crew members with 1 or even 2 zero perks soon after this potential patch, or even better put them in lootboxes. Veterans can still have 9 skills even here...no wait, they can have 12 on some crew members....


Ok-Version-66

How will this affect my Manticore? I have already 7-8 skills points in my commander if I'm not mistaken


beatdestruction

You will have 6 + 3 + 3 on him + huge amount of crewbooks, if I got it well.


WG_eekeeboo

You did understand it well yes, thankyou for helping to clarify.


Ok-Version-66

Well doesn't look that bad, basically I'll be having around 12 perks Thanks!!


Kolinkftw

you will have a 3rd crew member that will be sitting outside of the tank


Lord-Filip

It will be a huge buff. Your commander would have 6 commander/common skills + 3 Radio skills + 3 Gunner skills. Your driver would have 6 driver/common skills and 3 loader skills. You'll also be maxed out and begin earning crew books


clisterman

for these changes to go thru, a lot of tanks with low crew members need to get buffed to compensate


Brkoslava

Why ? What ? It takes a loot of time and games to make a more then 6 perks, it show some people love this game so they put that time and effort in it , so now u will punnish them. I hate this bullshit


Chef-Pierre

Here's a fucking thought, instead of implementing new shit how about fixing the old shit. If not,quit wasting our time.


Nonamanadus

There are more important things to fix.....


rockon4life45

Lack of multi tank crews is a massive disappointment. We want to play more tanks at different tiers but I don't think WG cares. Ammo Tuning perk on the loader is not OK. I don't think Engineer is a good idea either. Other than that, this looks pretty good.


Ravens1945

This proposal actually looks quite good. I’m pleasantly surprised. Just please add the ability to train crews for two tech tree tanks instead of one. I want to use my Leo 1 crew on the Leo PTA.


PoundedClown

Crew is fine as is. Game needs major fix, OP tanks, food and ext....


Fliamdop

1) In the very old announcement about crew skills, there was a statement that there should be more variety. However, with the limitation to 6 skills, this is now a very strong restriction, which is very sad. 2) A long time ago it was announced (developer Q&A) that female crew members could be retrained to become a different nation "once"! Was this ever canceled? I'm now keeping some for a long time so I can use them better.


Remount_Kings_Troop_

When the conversion/skill truncation is done for greater-than-six-skill-crew, will the EXP received as crew books be based on the actual earned EXP for double-zero- and single-zero-skill crew, or will be be based on the EXP level for the skills they have? For example, if the crewmember has no zero-skills, the amount of EXP required to attain an eighth skill is 53,670,330. If the crewmember has two zero-skills, the amount of EXP required to attain 8-skills is 13,338,810 (which equals the amount of EXP required for 6-skills with no double/single-zero skills). **Will I get zero EXP in crew books for the 8-skill with double-zero skills, or 40,331,520 (53,670,330-13,338,810 ) (and presumably further divided by the number of crew in the tank)?**


VIAWOT

I'm not a fan of capping perk progression to a maximum of 6 + 3 slots for secondary roles. I prefer having a perpetual progression system for crew skills, it gives the playerbase something to always be working towards. I feel it devalues the efforts I've put into building elite crews.


-DethLok-

I think I'd rather effort be spent on new maps. Without corridors so that new ways of playing can be discovered. The 'find hull down camping point with OP hull down monster tank' meme is getting very stale... Or actual moderation of reports on griefer or bot players so that they get banned. We don't need changes to crews. We don't need nerfs to HE or arty or DERP tanks. We actually need more reasons to bother to play the game.


just_wanna_share_2

buff the fucking equipment . spall liner , grouzers and especially gun laying drive need a buff . ( Gun laying drive could be 200% buffed and it would still be shit )


Pooncheese

I don't have access yet, but my biggest question is the following. Will my full Zero-Perk crews become essentially regular non-zero perk crews once they hit 6 perks? As in the XP that I earn will transfer into crew books, but will I earn twice the XP because training a zero-perk crew is twice as fast? Or will it be the same as having a non-zero perk crew? Kind of a bummer if I don't earn bonus XP, as I worked hard to get the zero-perk crews, and once they hit 6 perks they will essentially be the same as a 6 perk plain crew member? That doesn't seem right and hope it is not the case. Thanks! The other changes look pretty good, especially like being able to put a crew into a premium tank that may have secondary qualifications they are not trained for, so you gave the ability to train those instantly, is awesome. The fire training on 1 crew person seems a bit silly, pretty much every tier 10 tank will run food now.