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<p>It's fair to say that some abilities within the *Arc Raiders* progression tree are currently vastly superior to others. In fact, many players have reported that several skills offer almost no perceptible advantage during gameplay—a point I raised with design lead Virgil Watkins in a recent interview. Fortunately, Watkins confirmed that the team at Embark isn't ignoring these balance issues, and buffs are "100% on our radar."</p>
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<p>"To be honest, we're well aware of the situation internally," Watkins admitted. "There are certain skills that even I avoid picking. I won't pretend that every option on the tree is where it needs to be. We are planning to refine them. While I can't confirm the exact timing or specific details yet, we are certainly listening to the community feedback."</p>
<p>The difficulty for Embark lies in ensuring that power creep doesn't break the core experience. In the current Expedition system, players can earn up to five additional skill points for future runs after completing a cycle. This creates a risk where seasoned veterans could develop an overwhelming advantage over newcomers due to compounding bonuses.</p>
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<p>This design philosophy is likely why *Arc Raiders* avoids direct stat upgrades for health or weapon damage; the developers want these to remain consistent across the board. While the goal is to make progression feel rewarding, Watkins suggests that the team is being careful not to let that gap become insurmountable.</p>
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<figcaption class="inline-layout"><span class="credit">(Image credit: Embark Studios)</span></figcaption>
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<p>"That’s the danger we face—ensuring skill points don't create a definitive combat edge over other players," Watkins explains. "Eventually, we'll likely cap the additional skill points from Expeditions. The intent is for players with maxed-out points to enjoy subtle quality-of-life perks, like slightly better stamina or improved stealth, rather than possessing an entirely separate power tier that trivializes the core gameplay."</p>
<p>When discussing specific skills that might be revamped, melee-focused abilities seem to be at the top of the list. In a game where most enemies either fly or possess lethal close-range attacks, the hammer-based perks often go unused. Watkins acknowledged that the way players interact with the world has evolved beyond the original design for these skills.</p>
<p>"Personally, I think the skills centered on melee strikes have fallen behind," he noted. "In the early stages of development, those abilities felt more practical within the systems we had. But once you see how people actually play—and the distances they prefer to engage at—those close-quarters perks became less relevant."</p>
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<p>"There are other skills we're looking to adjust as well—especially those that don't feel impactful even after a full five-point investment. We’re currently exploring how to make those choices feel more meaningful for the player."</p>
<p><a href="https://www.gamesradar.com/games/third-person-shooter/arc-raiders-had-an-auction-house-style-trade-system-at-one-point-but-embark-removed-it-because-it-ruined-loot-it-turned-the-game-into-just-being-about-coins/"><em>Related: Why Arc Raiders scrapped its auction house to protect the loot experience.</em></a></p>
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Source: gamesradar.com


